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CREATuRE COLLECTION

Table of Contents
Preface 4 Dragonman 57
Introduction 5 Dread Raven 58
Abandoned, The 6 Dream Snake 59
Albadian Battle Dog 7 Drendari, Demigoddess of Shadow 60
Alley Reaper 8 Drowned Lady 62
Amalthean Ram 9 Dune Delver 63
Angler Ooze 10 Dwarf, Forsaken 64
Aquantis 11 Dwarf Hound 65
Asaatth 12 Dweller at Crossroads 66
Barrow Worm 14 Ebon Eel 67
Bat Devil 15 Elf, Forsaken 68
Belsamaug 16 Emperor Stag 70
Berserker Wasp 17 Exemplar 71
Blade Hood 18 Failing 73
Blight Wolf 19 Feral 74
Bloodmare 20 Firedrake 75
Bone Lord 21 Fleshcrawler 76
Bottle-Imp 22 Forge Wight 77
Brewer Gnome 23 Frost Ape 78
Butcher Spirit 25 Garabrud, the Obsidian Hound 79
Carnival of Shadows, The 26 Goblin Bear 80
Carnival King, Jack of Tears 29 Golem, Bone 81
Carnival Krewe, Alligator Man 30 Golem, Copper 82
Carnival Krewe, Blood Kraken 31 Golem, Lead 83
Carnival Krewe, Necromantic Golem 32 Golem, Mithril 84
Carnival Krewe, Plague Wretch 33 Golem, Silver 85
Cathedral Beetle 34 Golem, Wood 86
Cave Moth 35 Gore Beetle 87
Cave Shrike 36 Gorgon, High 88
Celestian 37 Gorgon, Low 90
Cerulean Roc 38 Great Harrier 91
Charduni 39 Great Swan, The 92
Chardun-Slain 41 Grippett 93
Charfiend 42 Hag 94
Child Trap 43 Hag, Brine 95
Coal Goblin 44 Hag, Cavern 96
Cold Slime 45 Hag, Ice 97
Coreanic Steed 46 Hag, Moon 98
Crescent Elk 47 Hag, Storm 99
Desert Falcon 48 Hag, Swamp 100
Dire Monitor 49 Halfling 101
Dragon, Mock 50 Hamadryad 102
Dragon, Tar 51 Hanid 103
Dragon, Wrack 53 Harpy 104
Dragon, Firewrack 54 Herald of Vangal 106
Dragon, Seawrack 55 Hill Howler 105
Dragon, Woodwrack 56 Hollow Knight 109

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TABLE OF CONTENTS

Hookwing 111 Searing Wind 166


Hornsaw Unicorn 112 Seaspark 167
Huror (Ice Bear) 113 Sentry Crow 168
Ice Basilisk 114 Serpent Root 169
Ice Ghoul 115 Siren Vulture 170
Ice Haunt 116 Skin Devil 171
Ice Weasel 117 Skyquill 172
Inn-Wight 118 Slarecian 174
Inquisitor 119 Slarecian Gargoyle 175
Iron Tusker 121 Slarecian Ghoul 177
Keffiz 122 Slarecian Language Virus 178
Lard Worm 123 Slarecian Muse 179
Lotus Flower 124 Slarecian Shadowman 181
Manster 127 Sleet Devil 183
Manticora 128 Solar Scarab 184
Marrow Knight 130 Sour Grub 185
Memory-Eater 131 Spider-Eye Goblin 186
Mere-Lurker 132 Spire Wyvern 187
Mill Slug 133 Spirit of the Plague 188
Miredweller 134 Steel Beetle 189
Miser Jackal 135 Steel Giant 190
Mistwalker 136 Steppe Troll 191
Moon Cat 137 Stick Giant 192
Morgaunt 138 Storm Kin 193
Murdersprite 139 Strife Elemental 194
Muskhorn 140 Swamp Gobbler 195
Narleth 141 Tanil'sFox 196
Night Singer 142 Thunder Orb 197
Night Terror 143 Tokal 198
Night Tyrant 144 Tokal Tribesman 199
Orafaun 145 Trogodon 200
Paragon Crocodile 146 Ubantu Tribesman 201
Plaguecat 147 Undead Ooze 202
Proud, The 148 Unhallowed, The 203
Pyre 149 Unhallowed, Faithless Knight, The 204
Ratman (Slitheren) 150 Unhallowed, False Lover, The 205
Ratman, Brown Gorger 151 Unhallowed, Forsaken Priest, The 206
Ratman, Diseased 152 Unhallowed, Treacherous Thief, The 207
Ratman, Foamer 153 Unholy Child 208
Ratman, Red Witch 154 Valraven 209
Ratroo 155 Vengaurak 210
Reaver, The 156 Vrail 211
Red Colony 157 Well Spirit 212
River Nymph 158 Were-Vulture 213
Rumbler 159 Willow Tree Warrior 214
Runnk 160 Wolf Spider, Giant 215
Sage Camel 161 Woods Haunt 216
Sand Burrower 162 Wyrmspawn 217
Sandmasker 163 Appendix One 218
Savant Hydra 164 Appendix Two 221
Scythe Falcon 165

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PREFACE

Preface
Creature Collection is the first book in a series of Ostensibly a collection of over 200 creatures, this
products from Sword & Sorcery Studio. At its heart, volume is also an introduction to a grand new world,
this is a book of monsters and beings that could find a the Scarred Lands, a place where as recently as 150
home in any fantasy setting. From the portentous Great years ago, gods battled in a titanic struggle that raged
Swan to the terrible Unhallowed to the magnificent across the face of the planet. Many of the creatures
Mithril Golem, gentle allies, monstrous enemies and depicted herein have a place in the Scarred Lands, and
unique nonpartisans are all presented here. some of the geography and personalities will become
This book is made possible by the Open Game familiar to careful readers. But there's nothing stopping
License (OGL), and requires use of the Dungeons & you from ushering a grotesque fatling, a nest of ratmen
Dragons Player's Handbook, Third Edition, published or any other denizen of our world into your own.
by Wizards of the Coast. The OGL is a generous Future books from Sword 6k Sorcery Studio will
contribution to the roleplaying industry that will contain more information on the Scarred Lands, while
perpetuate this vital and engaging hobby. If the OGL preserving your ability to use as much or as little of the
can result in products like this one, fans of fantasy setting as you like, and will still allow you to use of all
roleplaying games are well served indeed by the the creatures, spells, magical relics and other wondrous
freedom creators and writers now possess to make their things in your own unique fantasy campaign.
own contributions to the mythos. Enjoy!

The Producers, Writers and Editors @


Sword & Sorcery Studio

4
CREATuRE COLLECTION

Introduction
The Scarred Lands were not always so. Less than The revolution shook the heavens' pillars, shattered the
two centuries ago, the world of Scarn was healthy blazing iron streets of hell, and raged across the face of
its forests were green, its seas pure, and its very heart the world. Under the force of combatants' blows,
pulsed with magic. The mortal races toiled the land and mountains split into rubble-strewn plains. Islands sank
hunted the beasts, building entire civilizations, stone by as warriors used them as stepping stones. Gods and
stone. It was no paradise, but it was a prosperous titans alike spawned races of monsters and humanoids
world. as foot soldiers in their feud. And divine blood spilled
Of all Scarn's beings, both magical and mundane, across Scarn, warping the very land.
the most awesome were the titans. The titans were Terrible though the war was, it finally came to an
entities of monstrous power, and their strength was end. With the help of Denev, the gods were victorious.
derived from Scarn itself. The elements of the world They could not kill the titans, once and for all, however
and the skies above nourished them, granting them not even they possessed such power. Each titan had
near-limitless abilities. Given sufficient time and pa- to be restrained or imprisoned, prevented from regain-
tience, a titan could sculpt islands and mountain ing his strength and seeking revenge. The gods pulled
ranges, cut rivers, and breathe life into entirely new the teeth from Gaurak the Glutton before burying the
species of creatures. If they combined their powers, Ravenous One beneath the earth, ensuring that he could
they could create entire continents. Even so, they were not chew his way out. They cut Mormo the Serpent
entities of raw fury, forces of nature that lacked the Mother into pieces, scattering the parts far and wide so
vital spark that would make them into something more. the Queen of Witches could not reform. And so the
Mighty though the titans were, they were not yet gods dealt with each titan in turn, stripping them of
gods. But their children.... their power and sealing them away.
Although philosophers have difficulty explaining Now, Scarn is no longer the world it once was.
just why and how it could have happened, the children The land bears horrible scars where gods felled titans.
of the titans were not truly titans themselves. Like their The Kelder Mountains are split with chasms left by a
progenitors, they drew some power from the world of heavenly axe. The Hornsaw Forest has grown gnarled
Scarn, but the remainder of their potency derived from and twisted after feeding on the spilled blood of
another source. They drew the greatest portion of their Mormo. Great deserts and badlands linger where
strength from the world's mortal races, feeding on the verdant fields once lay. An entire sea runs red with the
intensity of belief and on the vibrant mortal condition. blood of a titan who lies chained at its depths. The
The power these children called from the mortal races world has twisted and changed wherever the titans or
made them something new, something better. It made their dismembered remains lie. Many of the monstrous
them gods. races created by the titans and gods during the war still
The gods' enviable connection to the mortals of survive in the gouged reaches of the land. Those races
Scarn was destined to set them against their parents. favored by the gods prosper. The titans' chosen are less
For although the titans were at one with the essential fortunate, watching and waiting from their wilderness
elements of heaven and earth, they cared little for the exile, plotting to restore their fallen patrons.
world in their charge. If a titan was disappointed with Scarn is no longer. To many of its inhabitants, it is
how a coastline developed, he thought nothing of now simply the Scarred Lands a wounded world
reducing it to sand with a series of tidal waves, that has yet to heal.
cleaning the slate. If a titan grew bored with the But there is hope. Cities begin to prosper once
thriving mortal races in her domain, she might give again under the watchful eye of their patron deities.
birth to horrific monsters to make things more Mortals sharpen their skills of war and magic, the
"interesting." better to hunt the monstrous beasts that prey upon the
The gods, who felt the suffering of the mortal weak and injured. The followers of the gods are ever
races to their very souls, decided that the titans' reign vigilant, careful that the titans' scattered minions do not
had to end. Even the crudest of the gods realized that if succeed in restoring their heartless lords. The Scarred
the titans were to cleanse the world of mortals on a Lands are a place of fierce barbarism and intense
whim a very real possibility loss of the mortals' struggle and yet, the mortal races aspire to
faith and vitality would cripple the gods. So these something much greater. With good fortune, bravery,
celestial lords met in secret and plotted rebellion. When sorcery and skill and no small amount of providence
Denev, the titan of the earth itself, spoke out against perhaps the Scarred Lands can be rebuilt. Perhaps
her brethren, the gods took it as a sign and the Scarn can be restored.
Titanswar erupted. But first, the heroes of the Scarred Lands must
Eight gods and one titan went to war against a survive.
dozen other titans.

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CREATuRE COLLECTION

Abandoned, The
Large (Tall) Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 30 ft.
AC: 14 (-1 size, +5 natural)
Attacks: Club +5 melee
Damage: Club 1d6+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Musk
Special Qualities: None
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 19, Dex 10, Con 15,
Int 6, Wis 10, Cha 7
Skills: Climb +6, Hide +6, Listen +3, Jump +4,
Spot +3, Wilderness Lore (Jungle) +4
Feats: Power Attack, Run, Track
Climate/Terrain: Jungle
Organization: Solitary, pair, family (2-4) or tribe (5-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement Range: By Character class

Description
When the Titans first fashioned the world and
dabbled with the forms and shapes of Creation, the
titan Gormoth was the first to create a servitor race Their first reaction to humanoid intrusion is to
of humanoids, a people who called themselves the scatter, but fear quickly turns to anger as the injury
Viren. However, Mormo, mother of serpents, grew and insult of ages comes to a boil. Knowledge of the
jealous of the creation and poisoned her brother Titans' overthrow might placate or even please the
Gormoth. While Gormoth writhed in agony for a Viren, if it can be communicated somehow, but these
millennium, the Viren went ignored and forgotten. wild people have little reason to believe that any
Meanwhile, the titans created more beautiful and gods or overlords would treat them any more fairly
graceful races, and by the time Gormoth recovered, than they have been treated thus far. And yet, what
even he was no longer interested in the crude Viren. secrets of the ancient world might these people
So, the Viren went deeper and deeper into hiding, for simply take for granted?

Combat
want of the other creatures' skills, and out of shame
for their own forms and disfavor. In time, these
people were forgotten by all except the ancient and The Abandoned typically scatter upon intrusion
the learned, and they became known as the by any other kind of humanoid, seeking spots to
Abandoned by those who knew them at all. watch strangers from afar and to hide their in-born
Today, only a small tribe of the Viren still exist, shame. In time, however, observers yell and screech
deep in the tropical jungles of the south, where other to each other, growing increasingly resentful of their
humanoid races cannot (or have yet to) intrude. "betters" until the tribesmen literally pour from the
The Abandoned are shaggy wild men, with jungles, swinging whatever weapons come to hand.
brown or black ragged fur all over their bodies. The Musk (Ex): The Abandoned exude a pungent
have crude intelligence, but they remain painfully musk that appeals to members of the race but that
self-aware. They speak their own language other races find nauseating. Anyone within 10 feet
composed of grunts, clicks and howls, and they must succeed at a fortitude save (DC 15) or be
know nothing of other races since they live in overcome by the stench. Those so affected suffer a -2
seclusion. penalty on all saves, skill checks and attacks for 2d6
rounds.

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CREATuRE COLLECTION

Albadian Battle Dog


Small Animal (Dog)
Hit Dice: 2d8+4 (13 hp)
Initiative: +4 (Dex)
Speed: 45 ft.
AC: 19 (+1 size, +4 natural,
+4 Dex)
Attacks: Bite +4 melee
Damage: Bite 1d8+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Lockjaw
Special Qualities: Loose-skinned
Saves: Fort +5, Ref +7, Will +0
Abilities: Str 13, Dex 18, Con 15,
Int 2, Wis 10, Cha 5
Skills: Listen +6, Spot +6
Feats: Dodge, Improved Bull Rush, Mobility
Climate/Terrain: Any
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral, or as owner
Advancement Range: 1-3 HD (Small)

Description
In the cold northlands of Albadia, the most
popular pastime is dog-fighting. Men and women Now called Albadian wolves, these animals are
breed and raise dogs known as Albadian battle dogs. larger (qualify as Medium-size), and they have
The dog is a marvelous and vicious fighter. Its loose 3d8+6 HD, but they do not have the special lockjaw
folds of flesh help it avoid serious injury from most attack as they are not disciplined enough to maintain
bites (the skin pulls away from the muscles before their hold. They usually roam in packs of two to
they can be pierced) and its strong frame provides eight.

Combat
balance and mobility.

Albadian Wolf The Albadian battle dog relies mainly on its


Some unknown number of years ago (but before power and speed in combat. Injuries do not bother it
the Divine War), an unsavory and unscrupulous overly much. They typically initiate combat with a
breeder crossbred his battle dogs with wild dogs bull rush and use their mobility to disengage and
from the mountains just north of Albadia. It took rush again if this proves effective against their
several generations to get the mix he desired one opponent. Whenever it scores a solid blow with a
that combined the obedience of the battle dog with bite, the battle dog locks its jaws and attempts to
the stamina of the wolf but he succeeded, at least outlast its opponent.
well enough to begin to dominate the dog-fighting Lockjaw (Ex): When a battle dog scores a hit
circuit. The Albadian's crossbreeding was eventually with its teeth, it has the option of locking its ex-
discovered, though, and he was hanged. (They take tremely powerful jaws onto its victim. It loses its
their dog fighting very seriously in Albadia.) Out of Dexterity bonus to AC, but each round thereafter it
respect, the animals he'd created were set loose does bite damage automatically.
instead of slaughtered. The pack of two score dogs Loose-skinned (Ex): Because of its loose skin,
quickly carved out a territory among the wolves, and the Albadian battle dog sustains only half damage
they have managed to maintain it to this day. from piercing weapons.

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CREATuRE COLLECTION

Alley Reaper
Medium-size Undead to locate its hidden possessions and await the rise of
Hit Dice: 3d12 (19 hp) the spirit at sunset.
Initiative: +2 (Dex)
Speed: 30 ft. Combat
AC: 18 (+2 Dex, +6 natural) The alley reaper always seeks to ambush its vic-
Attacks: Short sword +5 melee tims, and then dismembers them horribly to inspire
Damage: Short sword 1d6+2 as much fear and uproar in the community as
Face/Reach: 5 ft. by 5 ft/5 ft. possible.
Special Attacks: Fear
Fear (Su): A reaper may make a fear attack
Special Qualities: Incorporeal, undead
three times a night. Spectral winds fill its cape,
Saves: Fort +1, Ref +3, Will +1
making it resemble the wings of a vulture spread
Abilities: Str 15, Dex 15, Con ,
over a kill. From the shadows of the cape, the faces
Int 10, Wis 7, Chr 8
of the reaper's victims can be seen shrieking in
Skills: Hide +6, Intimidate +4, Intuit Direction
+6, Listen +4, Move Silently +6, Spot horror. Those who see the reaper must succeed at a
+4 Will save (DC 15) or flee in fear for 2d4 rounds.
Feats: Dodge, Improved Critical, Incorporeal (Ex): An alley reaper is little more
Quick Draw than a shadow, given form only by its cloak. When
Climate/Terrain: Urban robed, it must pass through doors as a living person
Organization: Solitary would. When disrobed, it can pass through objects
Challenge Rating: 2 and obstacles freely. Either way, only magical
Treasure: Standard weapons and magical attacks can harm it.
Alignment: Always chaotic evil
Undead: The alley reaper is immune to mind-
Advancement Range: 4-7 HD (Medium-size)
influencing effects, poison, sleep, paralysis, stunning
Description and disease. It's not subject to critical hits, subdual
damage, ability damage, energy drain or death from
The alley reaper is the spirit of an assassin or massive damage.
cutthroat who died with blood on his hands.
Belsameth considered that person particularly
ruthless, cunning and deceitful and gave them an
extended lease, not on life, but on the world. Little
more than shadows, these spirits ostensibly
appear to walk as men, concealing
themselves under long, tattered, black
cloaks. In truth, they have no substance. If
a reaper's cloak is removed, all that's
found underneath is a collection of prizes
stolen from murder victims, and the
weapon that the ghost used to kill in life.
All of these items spill to the ground,
although the reaper is still active and
certain to attack those who dare provoke it.
An alley reaper stages a reign of terror
over the ward or city in which it was
killed, and probably on the group,
watchmen or soldiers who killed it. Its
appetite for revenge and death can never be
sated, and when enemies from life are
dispatched, anyone can become a target.
Reapers strike only at night. During
the day, they fade from this world, leaving
behind a fallen cloak and a collection of
prizes. If these are all moved or taken, the
ghosts arises the next night wherever its
possessions are. If only some possessions are
stolen, the reaper intuitively senses where they are
and pursues them relentlessly. Perhaps the only way
to put an alley reaper to rest is

8
CREATuRE COLLECTION

Amalthean Ram
Medium-size Magical Beast
Hit Dice: 8d10+48 (92 hp)
Initiative: +3 (Dex)
Speed: 60 ft.
AC: 21 (+3 Dex, +8 natural)
Attacks: Horns +13 melee
Damage: Horns 2d10+5
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Charge
Special Qualities: Amalthean milk, damage
reduction 10/+2, immunities,
regenerate
Saves: Fort +14, Ref +5, Will +9
Abilities: Str 20, Dex 16, Con 23,
Int 2, Wis 12, Cha 12
Skills: Balance +8, Intimidate +4 (ram only),
Jump +10, Listen +8, Spot +4
Feats: Great Fortitude, Iron Will, Mobility, Run
Climate/Terrain: Temperate to warm mountains
Organization: Pair, family (3-4)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement Range: 6 HD (ewe, Medium-size)

Description
These unusual creatures are relatives of the big- often attempt to hire outsiders to fetch a wild
horn sheep, but touched by the latent magic of the Amalthean lamb usually under the pretext that the
Scarred Lands. They are renowned for a single animal is sacred to them, or that the gods demand
reason: The milk of an Amalthean ewe has incredible Amalthean lambs as sacrifices from time to time.
healing power that is said to be able to cure diseases,
negate poison and even heal wounds. Many people Combat
covet this milk, particularly those without access to The Amalthean ewe fights only to defend any
the divine powers of empowered priests but the lambs she might have. The ram, however, is rather
difficulty lies in obtaining the milk. The ewe is belligerent, and he does his best to defend the ewe
guarded by the Amalthean ram which having from anyone he deems a threat. He rarely fights to
been raised on a diet of Amalthean milk is the death; if his opponents retreat, he is content not
stronger and more resilient than any natural animal. to pursue.
The Amaltheans are not herd animals; their Amalthean Milk (Su): The milk of an
remarkable resilience provides sufficient protection Amalthean ewe has many beneficial effects. One
from predators, such that they don't need to rely on draught cures 5 points of damage, 2 points of ability
numbers to survive. They are commonly encountered damage, neutralizes any non-magical poisons in the
in pairs, which mate for life. Amaltheans may live up bloodstream and cures any non-magical diseases that
to 75 years in the wild, thanks to their extraordinary the target may be suffering. A ewe can be milked for
health. three draughts each day, but she can spare only one
A few villages or nomadic tribes have managed draught if she's currently nursing a lamb. Taking any
to tame an Amalthean ewe, sometimes even the ram more affects the lamb's growth adversely.
as well. These prize animals are usually well-kept
secrets, for fear that outsiders may try to steal the Charge (Ex): An Amalthean ram's charge in-
village's sole source of healing. Regrettably, the flicts double damage; triple if the ram is charging
Amaltheans are incapable of breeding in captivity. from an uphill position.
Even the most doting pair cannot seem to conceive Immunities (Ex): Amaltheans are immune to
offspring in human company. Their life span is also poison and disease.
greatly reduced in captivity; without freedom, an Regenerate (Ex): Amaltheans regenerate at the
Amalthean can live for only 40 years or so. When a rate of 2 hit points per round.
village's ewe is nearing the end of her life, the elders

9
CREATuRE COLLECTION

Angler Ooze
Large (Long) Ooze Combat
Hit Dice: 4d10+12 (34 hp) The angler ooze's preparations for a night's
Initiative: -1 (Dex) hunt start at sunset. The angler finds a small tree
Speed: 20 ft. or stump that's surrounded by low ground-cover
AC: 11 (-1 Dex, -1 size, + 3 natural) such as ferns or tall grass, and slithers up it to a
Attacks: Pseudopod +2 melee
height of about four feet. At this point, it exudes a
Damage: Pseudopod 1d6 and paralysis
lemon-sized globule of slime that rapidly hardens
Face/Reach: 5 ft. by 10 ft./10 ft.
and begins to glow. Small oozes proceed to use
Special Attacks: Acid, paralysis, dazzle
their sticky pseudopods to snag insects that are
Special Qualities: Blindsight, ooze
attracted. Larger specimens learn to wait for more
Saves: Fort +7, Ref +0, Will -1
satisfying prey.
Abilities: Str 8, Dex 9, Con 17,
Int 1, Wis 6, Chr 1 Acid (Ex): Any successful melee attack made
Skills: None against the ooze inflicts 1d4 damage on the
Feats: None attacker from the acidic spray that erupts from the
Climate/Terrain: Temperate marsh and underground ooze's wound.
Organization: Solitary Paralysis (Ex): A paralyzing slime coats the
Challenge Rating: 3 whiplike pseudopods with which the angler
Treasure: None attacks. A target must succeed at a Fortitude save
Alignment: Always neutral (DC 13) or be paralyzed for 2d6 rounds.
Advancement Range: 3-4 HD (Large), 5-12 HD (Huge)
Dazzle (Ex): If the ooze's attack is resisted
Description aggressively, its form begins to roil and glow from
within. Once the ooze loses half its hit points, any
The angler is a translucent, dull brown to brick- subsequent strike on it causes a bright flash. This
red ooze that slithers about in shaded or wet areas by reaction inflicts two more points of damage on the
day and waits for prey at night. Angler oozes at rest ooze but forces all within 15 feet to make a Reflex
are typically about five feet across, snaking out to 15 save (DC 17) or be blinded for 2d6 rounds.
feet when in motion (they cover the largest area
when hunting). The slime's digestive acids, which Blindsight (Ex): The angler is blind, but its
cover its form, affect only animal matter, so it can entire body is a primitive sensory organ that can
conceal itself in brush and under ground-cover detect heat, scent and motion within 35 feet.
during the heat of the day without destroying its own Ooze: The angler ooze is immune to mind-
surroundings. influencing effects, poison, sleep, paralysis,
stunning and polymorphing. It's not subject to
critical hits.

10
CREATuRE COLLECTION

Aquantis
Large (Long) Beast
Hit Dice: 8d10+8 (52 hp)
Initiative: +3 (Dex)
Speed: 30 ft., fly special (see below)
AC: 16 (-1 size, +3 Dex, +4 natural)
Attacks: Bite +9 melee
Damage: Bite 4d6+2
Face/Reach: 5 ft. by 10 ft./10 ft.
Special Attacks: None
Special Qualities: Water walking
Saves: Fort +7, Ref +11, Will -2
Abilities: Str 15, Dex 17, Con 13,
Int 2, Wis 3, Cha 2
Skills: Listen +4, Spot +10
Feats: Flyby Attack, Lightning Reflexes
Climate/Terrain: Any freshwater lake
Organization: Pod (1-8) or cluster (9-20)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement Range: 8-11 HD (Large), 12-15 HD (Huge),
16-17 HD (Gargantuan)

Description
On the most remote shores of Lake Minagan,
toward central Termana, is one of the most beautiful
sights of nature in the Scarred Lands. Gazing upon a Their labors have borne some fruit in recent
pod or cluster of aquantis as they swoop and turn in years, and stories circulate about lizardmen pirates
the wind and they ride the surface of the lake allows roaming about the gigantic lake in the interior of the
one to forget for a moment the world's devastation. continent, utilizing a dozen or so aquantis to harry
These reptiles make use of vestigial wings and a flap and harm their targets. If such rumors are true, they
of skin upon their back as sails of a sort. With these bode ill for the merchants who have finally re-
flaps unfurled, they seem to skate across the surface established trade across the breadth of the lake over
of the lake in search of fish or other prey upon which the past generation.
to feed. Humanoids in boats are certainly not exempt
from the appetites of these colorful reptiles. Combat
Aquantis can run across the water without the The aquantis can be a deadly foe, especially
aid of the wind, but with it they can achieve when the wind is in its favor (and an aquantis waits
remarkable speed in any direction (save directly into to attack until it has a favorable path). It sweeps by
the wind). Their speed depends on the strength of the boats and uses its long neck to reach onto the deck
wind, but speeds over 100 feet per round are and pluck unfortunate sailors.
possible, especially if the beast is moving Water Walking (Ex): Although it would seem
perpendicular to the wind. to be impossible for a creature so large, the aquantis
A note of concern regarding the aquantis, there is able to walk atop the water. This is a permanent
are rumors that a race of lizardmen living along the effect.
southern edge of Lake Minagan has been working
for some time to domesticate these reptiles.

11
CREATuRE COLLECTION

Asaatth
Medium-size Humanoid Skills: Alchemy +5, Escape Artist +3, Hide +3,
Hit Dice: 3d8+3 (16 hp) Jump +6, Listen +5, Move Silently +10,
Initiative: +3 (+3 Dex) Search +4, Spellcraft +9, Spot +3, Use
Speed: 40 ft. Magical Device +3
AC: 23 (+3 Dex, +5 natural, +5 serpent mail) Feats: Blind-Fight, Combat Casting, Combat
Attacks: Scimitar +4 melee; short sword +4 Reflexes, Expertise, Run
melee; bite +4 melee; tail slap +4 melee; Climate/Terrain: Swamp and deserts and surrounding
unarmed strike +4 melee; shortbow +6 temperate regions
ranged; javelin +6 ranged Organization: Pair, squad (3-7), war band (10-50
Damage: Scimitar 1d6+1; short sword 1d6+1; bite asaatthi, plus 1 4th to 6th level
1d3+1 and poison; tail slap 1d6+1; commander and 1 3rd level sergeant per
unarmed strike 1d3+1; shortbow 1d6; 15 warriors), or clan (50-500 asaatthi,
javelin 1d6+3 plus 1 7th to 9th level dire knight, 1-2
Face/Reach: 5 ft. by 5 ft./5 ft. 4th-6th level commanders, and 1 3rd
Special Attacks: Poison level sergeant per 15 adults)
Special Qualities: Keen senses Challenge Rating: 2
Saves: Fort +2, Ref +4, Will +5 Treasure: Standard
Abilities: Str 12, Dex 17, Con 13, Alignment: Usually chaotic evil
Int 15, Wis 14, Cha 13 Advancement Range: By character class

12
CREATuRE COLLECTION

Description
The asaatthi are an ancient race of reptilian Asaatthi Characters
warrior-wizards. It is said that their empire once An asaatth may be of any class except barbarian;
extended from the Swamps of Kan Thet to the vast they are decadent, not savage. Most serpent-men
Ukrudan Desert. Scattered ruins hint at this ancient encountered are fighters or clerics although monks,
dominance but only isolated clans remain of the rogues and wizards are by no means uncommon.
asaatthi themselves.
The snake-men were masters at crafting magical Asaatthi Society
items that they used to further the greatness of their Asaatthi have a clan-based culture. Family and
maker, Mormo, Serpentmother. The asaatthi focused heritage are all important, with great ancestral war-
on these talents so much that the rest of their culture riors and wizards revered as saints. Their race's slow
crumbled away slowly. Many of their secrets remain decline has resulted in two main groups: swamp- and
lost to this day. Now, the once-great race knows only desert-dwellers. The swamp-dwelling asaatthi live in
battle and magic. their ancestors' decaying cities and venture forth to
The asaatthi have spent the many years since the strike at humanoids. The desert-dwelling serpent-
Titanswar avenging fallen Mormo and searching for men are semi-nomadic, visiting hereditary ruins and
a means to free her from imprisonment. Although other secret lairs while they hunt down their racial
small in number, the snake-men are formidable foes. enemies.
Everyone from barbarian champions to elvish arch
mages respect the asaatthis' martial and magical Combat
prowess. The asaatthi are experts in warfare mundane and
Asaatthi look continually for magic and lore that mystic. They prefer guerilla warfare due to their
might free Mormo. Runners are reputed to venture small numbers, but they are comfortable coordinat-
into the Hornsaw Forest delivering new discoveries ing large-scale tactics (often directing other dark
to a hidden clan of wizards hard at work trying to races against humanoids). Given a choice, the
raise the Mother of Serpents. asaatthi will lay traps and ambush opponents, but
An asaatth is more slender than an elf though they won't back down from a straight-up fight. Even
taller than a human. Its supple hide ranges in color so, the serpent-men are far from stupid. They'll
from deep green to light tan with red, yellow or even retreat if the odds aren't in their favor and plan
blue markings. Despite its delicate appearance, the vengeance for another time.
serpent-man is strong and fast and its skin is quite Keen Senses (Ex): An asaatthi sees three times
resistant to damage. It prefers loose robes and sashes as well as a human in low-light conditions and has
in its clan design which provide its limbs darkvision to 60 feet. A serpent-man can also scent
especially its long whiplike tail a free range of creatures within 30 feet and discern their direction as
movement. Jewelry adorns the asaatth from head to a partial action.
toe, much of it ensorcelled to some degree. The
Poison (Ex): Victims of an assatth's bite must
asaatth's golden eyes burn with savage intellect and
succeed at a Fortitude save (DC 14) or fall into toxic
intense hatred for the "gods' chosen."
shock for 2d4+2 minutes.
Asaatthi speak Asatthi and Draconic, and almost
all learn Common, the better to understand their Skills: An asaatthi receives a +4 racial bonus to
enemies. Move Silently and Spellcraft checks.

13
CREATuRE COLLECTION

Barrow Worm
Huge (Long) Vermin When a victim passes close by, it strikes, grabs
Hit Dice: 5d8+30 (97 hp) the target in its sharp, serrated mandibles and then
Initiative: +0 recoils back into its hole, making it difficult for the
Speed: 40 ft. victim to escape and nearly impossible for others to
AC: 11 (-2 size, +3 natural) assist him.
Attacks: Bite +19 melee
Damage: Bite 2d8+6 Combat
Face/Reach: 5 ft. by 10 ft./5 ft. The barrow worm stays back in its fissure, far
Special Attacks: Grasping mandibles from any sources of light, and detects likely victims
Special Qualities: Vermin, sensitive to bright light by changes in air pressure and vibration. It is not a
Saves: Fort +11, Ref +5, Will +4 very intelligent predator, and once it locks its
Abilities: Str 23, Dex 10, Con 15, mandibles around a victim, it tries to drag the target
Int 1, Wis 8, Cha inside its hole, whether the prey fits or not. The
Skills: None mandibles continuously saw at the victim, causing
Feats: None
deep wounds until the worm can be persuaded to let
Climate/Terrain: Subterranean passages,
go. Piles of refuse bits of clothing, armor and
aboveground crypts
equipment found in mounds around a particular
Organization: Solitary
hole are often a dead giveaway that a barrow worm
Challenge Rating: 8
awaits inside.
Treasure: Standard
Alignment: Always neutral Grasping Mandibles (Ex): When the barrow
Advancement Range: 10-14 HD (Large), 16-18 HD (Huge) worm strikes an opponent with its mandibles, it bites
down and traps the victim like the jaws of a trap,
Description sawing away at its body until it breaks free or dies.
On each subsequent round, a victim must succeed on
The barrow worm is a large creature, more than a Strength check (DC 22) to break free, or he suffers
15 feet long, with a powerful set of scythelike man- and additional 2d8+6 bite damage, automatically.
dibles at its "head." The worm has no obvious eyes
Vulnerable to Bright Light (Ex): If a barrow
or other sensory organs rows of fine bristles along
worm is subjected to bright light (full sunlight or a
its length detect minute changes in vibration,
magical flare), it must make a Will save (DC 18) or
temperature and air pressure in its vicinity.
retreat back into its lair, releasing any victim it might
Barrow worms are a common hazard in crypts or
have trapped in its mandibles.
subterranean passages, preying upon unwary animals
or individuals that pass too near their lairs. A barrow Vermin: Immune to mind-altering effects.
worm locates a long, narrow fissure or tunnel into
which it can squeeze, coiling itself back into the
darkness like a
great spring.

14
CREATuRE COLLECTION

Bat Devil
Medium-size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +4 (Dex)
Speed: 30 ft., climb 10 ft., fly 80 ft.
AC: 17 (+4 Dex, +3 natural)
Attacks: Bite +3 melee; 2 claws +1 melee;
short sword +3 melee
Damage: Bite1d6+1; claw 1d3+1;
short sword 1d6+1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: None
Special Qualities: Blindsight, pedal dexterity
Saves: Fort +1, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 12,
lnt11, Wis14, Cha14
Skills: Climb +5, Hide +5, Listen +20, Spot +8
Feats: Blind-Fight, Flyby Attack,
Lightning Reflexes
Climate/Terrain: Temperate and warm land, caverns
Organization: Solitary, family group (3-12),
roost (4-48)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement Range: By character class

Description Bat-Devil Characters


The bat devils are rather inaccurately named;
A few bat devils have scrounged enough knowl-
this sentient race of bat-people suffers from a bad
edge from other races to become passable fighters or
reputation that it hasn't fairly earned. One of the few
rogues. Druids exist among their numbers, but are
humanoid races naturally capable of flight, bat devils
very rare. Many of them are multiclassed rogues.
stand around six feet tall when fully upright. Their
batlike features and huge, leathery wings tend to
frighten other races, which have dubbed the bat-folk
Combat
"devils" out of superstition. (Their name for them- Unless given no means of escape, bat devils
selves is the Piterin, or "the flying people.") prefer to fly away from combat at the earliest oppor-
Bat devils typically eat monstrous insects and tunity. When forced to defend their roosts, they
birds, which they catch on the wing, but they have wield scavenged weapons with their feet, engaging
been known to augment their diet by carrying off opponents as they remain airborne. If cornered, a bat
young herd animals. As they see little difference devil may fight with the long claws on its feet or
between a rancher's herd and wild prey, their occa- even deliver a wicked bite.
sional predations only add to their reputation among Blindsight (Ex): Using echolocation, a bat devil
men. Worse, due to the actions of a few rogue (and can sense creatures within 120 feet. Magically im-
likely insane) individuals, bat devils are rumored to posed silence negates this ability.
snatch away and eat unattended children, even Pedal Dexterity (Ex): A bat devil can use his
though the average bat person is no more likely to feet with the same ease as a human uses his hands.
steal a child than is the average elf. Bat devils are fully capable of using their feet to
Bat devils have a relatively simple society, due wield weapons, hang upside down or use writing
to their lack of reliance on material goods. They tend utensils.
to gather in roosts, led by the wisest female. Most
roosts have at least one member who has
eavesdropped enough to master at least
conversational Common, and under dire
circumstances, a roost may send heavily robed
emissaries into settled lands to conduct business of
one sort or another.

15
CREATuRE COLLECTION

Belsamaug
Medium-size Humanoid (Goblinoid) While most of these vile creatures stick to rural
Hit Dice: 4d8 (18 hp) roads, more than a few have found their way into
Initiative: +6 (+2 Dex, +4 Improved Initiative) tents and country estates. Woe betide the city with
Speed: 30 ft. belsamaug in its streets.
AC: 15 (+2 Dex, +3 studded leather armor) When the moon finally passes from the sky, the
Attacks: Dagger +5 melee, throwing dagger +6 belsamaug's reign of terror is briefly at an end. It
ranged seeks a safe place, and melds back into the earth
Damage: Dagger 1d4; throwing dagger 1d4 from whence it came. Only one small trace is left
Face/Reach: 5 ft. by 5 ft./5 ft. behind a smooth hunk of basalt to mark its resting
Special Attacks: None place. The few sages who know this secret debate
Special Qualities: Invisibility, keen senses, locate prey, what significance this basalt stone carries, some
melding, darkvision 80 ft.
theories being that it is the mark of Belsameth or a
Saves: Fort +1, Ref +6, Will +1
portion of the goblin's heart. Regardless, if this stone
Abilities: Str 11, Dex 14, Con 11,
is shattered, the belsamaug is slain and never rises
Int 10, Wis 11, Cha 10
again.
Skills: Hide +2, Listen +3, Move Silently +2,
Spot +3, Wilderness Lore +4 All belsamaug speak their own dialect of
Feats: Alertness, Improved Initiative, Track, Goblin.
Weapon Focus (Dagger)
Climate/Terrain: Any Combat
Organization: Pack (4-8) Like wolves, these creatures attack in packs,
Challenge Rating: 2 herding their opponent until she lies exhausted and
Treasure: Standard unable to put up a fight. From there, it's only a matter
Alignment: Always neutral evil of time before she falls to the belsamaug's daggers.
Advancement Range: 3-9 HD (Medium-size) Invisibility (Ex): When not standing underneath

Description
moonlight, a belsamaug is completely invisible.
Attacks against the belsamaug are therefore at a 50%
Most travelers feel safe under the light of the chance of missing, even if a normal attack roll is
moon, but wise explorers know the danger of such successful.
assumptions. When the moon looks down upon the Keen Senses (Ex): Belsamaug have an
Scarred Lands, Belsameth's children are summoned exceptional sense of smell and receive a +2 bonus
to roam the night and hunt unwary prey. for any Track tests.
The belsamaug are a vicious race of goblinoids
that rage and hunger beneath the soil by day. By Locate Prey (Su): Three times a night, a
night, a belsamaug materializes from the ground and belsamaug can locate the nearest wounded, sick or
prepares to hunt. A belsamaug is a sinister creature, infirm creature within 500 feet.
standing about four feet tall, with long and narrow Melding (Ex): When moonlight touches the
implike features. Belsamaug emphasize their narrow resting place of a belsamaug, it rises out
frames and opal eyes with skintight leather costumes, of the earth to hunt the weak. When the
and are often adorned with past victims' knives and moon sinks out of the sky, a
daggers, which the creatures keep as trophies of their belsamaug melds back into the
kills. earth, leaving only a basalt
Belsamaug usually travel in groups. Often stone to mark its passing.
likened unto a pack of wolves, belsamaug are This power is automatic, and
experts of luring and herding prey. They it takes two rounds before
prefer easy prey, and their keen senses the melding is complete.
allow them to track a victim through the During this time, the
harshest of climates. It is said that belsamaug is unable to
belsamaug can sniff out the wounded, the take any action. Should
ill, or even the old from miles away, and the basalt stone be de-
relentlessly pursue these weak opponents. stroyed for any
While the belsamaug can only rise at reason, the
night, their most terrifying aspect is that they belsamaug is killed
can be seen only in the moonlight. Where instantly.
moonlight does not strike them, they are
invisible. Reflected moonlight reveals a
belsamaug, but acute visual senses do not.
A belsamaug often taunts its opponents,
darting from one shadow to the next.

16
CREATuRE COLLECTION

Berserker Wasp
Diminutive Vermin
Hit Dice: 10d8-20 (25 hp) (swarm)
Initiative: +1 (Dex)
Speed: Fly 60 ft.
AC: 15 (+4 size, +1 Dex)
Attacks: Sting +9 melee
Damage: Sting 1d10 and poison
Face/Reach: 5 ft. by 5 ft. (swarm)/0 ft.
Special Attacks: Poison sting
Special Qualities: Vulnerable to cold, vermin
Saves: Fort +0, Ref +2, Will -1
Abilities: Str 1, Dex 13, Con 6,
Int 1, Wis 8, Cha 2
Skills: None
Feats: Combat Reflexes, Track
Climate/Terrain: Rain forests, temperate plains
Organization: Solitary, Swarm Cloud (3-30)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement Range: 11-14 HD (swarm)

Description
Berserker wasps are four-inch-long insects with These insects have proven to acclimate quickly
red bodies and double sets of shiny black wings. to changes in climate. Though the species originated
When enraged, their wings produce a deep, raspy in the equatorial rain forests of Termana, their
buzzing, which in swarms of a hundred or more swarms have made slow but steady progress
produces a bone-shaking drone that panics even northward (some say abetted by Virduk's trade ships
well-trained beasts. to feast on the livestock of Vesh), encroaching into
Berserker wasps are a hardy, adaptive breed of more densely populated fiefdoms. The insects'
insect that does not build nests, but rather attacks and purposeful approach has rightly worried local nobles,
paralyzes large animals, using them as living hosts many of whom dismiss rumors of Virduk's intent (as
for their eggs and as nourishment for the hatchlings he has hardly been unaffected) and are instead
when they emerge. The wasps are dormant in the convinced that some malevolent intelligence is
winter, emerging from burrows in the earth during directing the wasps' efforts.
the second week of spring. Queens then take to the
air, attracting as many males as possible, and Combat
proceed to travel through the forests and grasslands, Berserker wasps depend on speed and sheer
looking for a place to lay their eggs. Scouts range up numbers to bring down their prey, summoned by
to a mile ahead of the swarm, seeking out possible pheromones broadcast from their wide-ranging
victims. Berserker wasps are drawn exclusively to scouts and roaring down upon victims seemingly out
the scent of blood, and their sensitive olfactory bulbs of nowhere.
can sense a wounded person or animal up to a league Poison Sting (Ex): Berserker wasps inject a
away. When a victim is found, the swarm envelops powerful paralytic poison with each sting. Every
it, stinging it hundreds of times until the insects' time a victim is successfully stung, he must succeed
paralyzing poison takes effect. Then the queen and at a Fortitude save (DC 17) or suffer 2 points of
her males burrow into the still-living body and make Dexterity ability damage per sting. This loss is
their nest, laying eggs and feeding on the victim's temporary.
tissues until the young hatch, up to a week later.
After another week, the young have developed wings Vulnerable to Cold (Ex): Berserker wasps take
and the swarm moves on, leaving little more than a double damage from cold-based attacks.
skeleton to mark their passing. Vermin: Immune to mind-altering effects.

17
CREATuRE COLLECTION

Blade Hood
Large (Long) Animal (Snake)
Hit Dice: 6d8+12 (39 hp)
Initiative: +2 (Dex)
Speed: 40 Ft.
AC: 15 (-1 size, +2 Dex, +4 natural)
Attacks: Slash +9 melee
Damage: Slash 1d10+4
Face/Reach: 10 ft. by 5 ft /5 ft.
Special Attacks: Constriction
Special Qualities: None
Saves: Fort +4, Ref +7, Will+0
Abilities: Str 18, Dex 15, Con 14,
lnt 8, Wis 7, Chr 14
Skills: Escape Artist +4, Listen +6, Move
Silently +5, Spot +6
Feats: Alertness, Spring Attack
Climate/Terrain: Arid regions and subterranean
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement Range: 3-6 HD (Large), 7-9 HD (Huge)

Description Combat
Blade hoods are large, clever serpents that in-
Blade hoods use surprise when possible, but can
habit remote wilderness areas and underground lairs.
become impatient and charge forth, relying on their
They are not venomous but they make up for this
speed to run prey down. They are cautious about
shortcoming with other adaptations. They're usually
attacking any tool-wielding creatures they encounter.
deep violet to black in color, although lighter varia-
The serpents strike with slashing passes to test a
tions such as rose and tan have been seen. Adults
potential victim. If a target fails to put up much of a
reach an average 30-foot length, and their bodies are
fight, the snake seeks to constrict it to death.
stout and muscular, enabling them to crush even
armored prey with relative ease.
Constriction (Ex): To use the constriction at-
The blade hood's most distinctive feature is its
tack, the snake must make a successful melee attack
knifelike growths that emerge along its spine and
with its jaw-blades. The blade hood then wraps its
from behind its jaws. When the serpent inflates its
body around the victim (which must be Size Large or
hood, its long jaw-scales spread out like the spokes
smaller) and inflicts another 2d6 points of crushing
on a chariot wheel. The serpent uses these
and cutting damage that round, and in each round
appendages to tear through clustered prey or to strike
thereafter until the victim is dead or the snake is
solitary targets with a slashing motion. The shorter
dislodged. A successful Reflex save (DC 13) allows
blades that run the length of the snake's spine are
a target to escape a constriction attempt, and an
used to shred victims that are being constricted.
Escape Artist or Strength check (DC 17) allows a
Blade hoods burrow deep lairs that usually have
held victim to escape.
at least one large chamber. If a serpent makes a
number of kills at once, it eats one on sight and drags
the rest back to its tunnel to be swallowed later.
Valuables are occasionally left in the dust of these
chambers, or are scattered en route.

18
CREATuRE COLLECTION

Blight Wolf
Large (Long) Beast Description
Hit Dice: 8d10+40 (84 hp) The blight wolf is another creature spawned in
Initiative: +8 (+4 Dex, +4 Improved Initiative) the terrible contest of magic between the gods and
Speed: 90 ft., fly 60 ft. the titans, believed to have been born when a pack of
AC: 21 (-1 size, +4 Dex, +8 natural) wolves lapped at the blood of the fallen titan Mormo.
Attacks: Bite +10 melee, 2 claws +5 melee; Since then these fell wolves have prowled the for-
or tail +10 melee saken wastes and desolate places of the world,
Damage: Bite 2d6+3; claw 1d6+1; tail 1d8+3 preying upon all they encounter.
Face/Reach: 5 ft. by 10 ft./5 ft. The blight wolf has the dark, furry head of a
Special Attacks: Chilling howl, poisonous bite wolf, but the rest of its body is covered in lustrous
Special Qualities: Frenzy, damage reduction 2/- black scales, and its paws are tipped with cruel
Saves: Fort +11, Ref +6, Will +2 talons. A pair of batlike wings sprout from its
Abilities: Str 16, Dex 18, Con 20, shoulders; though not strong enough to allow true
Int 5, Wis 10, Cha 3
flight, the wings permit a wolf to jump for long
Skills: Hide +10, Listen +10, Move Silently +10,
distances and pounce upon victims from improbable
Spot +15
heights. The creature's tail is long and scaly, and
Feats: Alertness, Combat Reflexes, Dodge,
Spring Attack, Track ends in an iron-hard barbed point. Its eyes are black
Climate/Terrain: Wastelands as pitch, and its howl sounds like a wind blowing out
Organization: Pack (2-8) of the netherworld itself.
Challenge Rating: 5 Blight wolves are drawn to those of good align-
Treasure: Standard ment, particularly lawful good, and they attack such
Alignment: Always chaotic evil individuals relentlessly, often to the exclusion of all
Advancement Range: 9-11 HD (Large) else. Followers of Corean are particular targets.

Combat
The blight wolf chills its enemies' hearts with its
baleful howl and then overwhelms them with sheer
ferocity. The wolves are extremely crafty creatures
and can show surprising patience, attacking savagely
for a few heart-stopping moments, then fading into
the darkness, only to strike again an hour later.
They keep this up until the enemy is exhausted,
and then move in for the kill.
Chilling Howl (Su): Blight wolves emit a
baleful howl that strikes terror in any who hear
it. Victims must succeed at a Will save (DC
19) or become panicked for 1d6 rounds,
suffering a -2 on all saves and fleeing from
the beast. Wolves may use this howl once
per night.
Poisonous Bite (Ex): The blight
wolfs bite is so poisonous it is said that if
one so much as laps from a well, the
water will be poisoned for weeks after-
ward. A victim bitten by a blight wolf
must succeed at a Fortitude save (DC 21)
or suffer 2d4 Constitution ability
damage. This loss is temporary.
Frenzy (Ex): Blight wolves are im-
mune to charm, mind control, fear and
sleep effects. They are also immune to
paralysis and subdual damage.

19
CREATuRE COLLECTION

Bloodmare
Large (Long) Beast Its teeth and hooves are sharply pointed,
Hit Dice: 10d10+50 (105 hp) allowing it to tear flesh from its prey.
Initiative: +2 (Dex) Bloodmares were bred with a taste for
Speed: 240 ft. horseflesh, the better to fight and kill an opposing
AC: 15 (-1 size, +2 Dex, +4 natural) mount in the thick of battle. These days, this appetite
Attacks: Bite +11 melee, 2 hooves +6 melee for steeds draws bloodmares to caravans or other
Damage: Bite 1d8+2; hooves 2d6+1 traveling parties, appearing just at full dark where the
Face/Reach: 5 ft. by 10 ft./5 ft. horses have been tethered. The creature magically
Special Attacks: Equine lure calls to the horses, inciting them to stampede. Any
Special Qualities: Tireless, damage reduction 5/+1 horse that breaks free from its line or is released by
Saves: Fort +12, Ref +9, Will +3 its master bolts for the bloodmare, which runs into
Abilities: Str 15, Dex 15, Con 20, the distant hills. It leads until the other horse is
Int 12, Wis 10, Cha 15 exhausted, turns back and attacks its prey, killing and
Skills: Listen +5, Move Silently +10, Spot +9, eating it. The bloodmare returns each night so long
Track +7 as the group still has horses to prey upon,
Feats: Alertness, Blind Fighting, Trample disappearing only after the last has been killed.
Climate/Terrain: Grasslands In recent years, several evil lords (including the
Organization: Solitary
Jade Lord, new master of Canal Isle) have tried
Challenge Rating: 6
capturing wild bloodmares and turning them into
Treasure: Standard
warhorses once again, with mixed results.
Alignment: Always lawful evil
Advancement Range: 8-15 HD (Large)
Combat
Description If cornered by hunters, a bloodmare is a
fearsome opponent, using its strength and speed to
Bloodmares were once bred by the Warlock
lash out with its pointed hooves and sharp teeth.
Kings (who some claim were the original inhabitants
of Hollowfaust) as steeds for their champions and Equine Lure (Su): The bloodmare has the abil-
generals. After their empire was destroyed, many of ity to call a horse that can hear its cry. Any horse
these creatures escaped into the wild, where they hearing the call must make a Will save (DC 17) or do
continue to haunt lonely grasslands and forests far everything in its power to follow the creature. If
from civilization. A bloodmare is a tall, powerful someone is riding the horse at the time, the rider may
warhorse, cleanlimbed and strong, with a black coat make a Ride check (DC 19) to keep the mount under
that reflects no light and control.
eyes the color Tireless (Ex): Bloodmares can run from
of clotted sundown to sunrise without tiring.
blood.

20
CREATuRE COLLECTION

Bone Lord
Large (Tall) Aberration
Hit Dice: 12d8+36 (90 hp)
Initiative: +0
Speed: 60 ft.
AC: 18 (-1 size, +9 natural)
Attacks: (See below) bites/claws +15 melee
Damage: Bite/claw 1d8+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Multiple natural weapons
Special Qualities: Alter shape, cold resistance, immunity
Saves: Fort +9, Ref +4, Will +9
Abilities: Str 18, Dex 10, Con 16,
Int 9, Wis 20, Cha 5
Skills: None
Feats: Ambidexterity, Blind Fighting
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Double Standard
Alignment: Always neutral evil
Advancement Range: 8-12 HD (Large), 13-18 HD (Huge)

Description Once the bones are properly bleached, the


The bone lord is a colony of small organisms colony absorbs them into the construct and moves on
that knit piles of bones together. A kind of to another hunting spot.
communal intelligence stimulates the colony to move
the construct at will, creating a kind of vehicle with
which the colony can travel, hunt and defend itself.
Combat
A bone lord is a seemingly random collection of
The colony appears in the form of a pink-gray fungus
skulls, limbs and daggerlike ribs. It can alter its
that grows on the surface of the bones, swelling at
shape to adapt to changing situations. The creatures
the joints and thickening in places that are analogous
can bear amulets, jewelry, or bits of clothing or
to muscles. The shape and weapons claws, teeth
armor left over from past victims and even use them
or clublike bones that a bone lord can form vary
to entice curious adventurers.
widely, depending only on the kind of bones avail-
able to the colony. Multiple Natural Weapons (Ex): The bone
No one knows what hideous magic created bone lord is capable of manifesting numerous natural
lords. Perhaps a wizard's experiment went weapons to fight its enemies. In the first round of
catastrophically wrong, or perhaps, as some sages combat, the bone lord will manifest 1d4 fanged jaws,
whisper, the creatures were once mortals cursed by a claws, or bladed ribs to attack its enemies in that
vengeful god for the wrongs they committed against round. Each subsequent round, the bone lord will
the gods. Regardless, these monsters have only been manifest one additional natural weapon up to a
encountered in recent times, arising from the grisly maximum number of attacks equal to its hit dice.
remains of scattered battlefields and lurching about Alter Shape (Ex): As a free action, the bone
in search of living prey. lord may alter its shape each round with a successful
The bone lord needs fresh blood to nourish its Dexterity check (DC 18) in order to take the best
colony and finds a cool, shadowy place to lie in wait advantage of the surrounding terrain, perhaps allow-
for a passing victim. Prey are torn apart and a ing it to pass through small tunnels or expand
victim's blood is absorbed through the bones and outward to fill a cave mouth.
distributed to all parts of the colony. After feeding, Cold Resistance (Ex): The bone lord takes half
the bone lord lies dormant for weeks, storing damage from cold attacks, but double damage from
metabolic energy, while the bones of its prey bleach fire.
in the sun.
Immunity: Bone lords are immune to
polymorphing effects.

21
CREATuRE COLLECTION

Bottle-Imp
Tiny Undead It emerges only at night. It refuses to come out
Hit Dice: 4d12 (26 hp) into daylight even if threatened with death. It carries
Initiative: +7 (Dex) a small knife that does serious damage for its size.
Speed: Fly 30 ft.
AC: 22 (+2 size, +7 Dex, +3 natural) Combat
Attacks: Knife +10 melee; or bite +10 melee Although bottle-imps are not the most imposing
Damage: Knife 1d4+4; bite 1d6+4 and sleep creatures, they can make terrifying combatants. They
Face/Reach: 2.5 ft. by 2.5 ft./5 ft.
dart around with surprising speed, biting at faces and
Special Attacks: Sleep bite
throats in order to incapacitate their opponents before
Special Qualities: Retreat, smoke form, teleporting bottle,
damage reduction 15/+2, undead
slashing with their knives. Some necromancers who
Saves: Fort +1, Ref +11, Will +1 command bottle-imps wear their bottles at their
Abilities: Str 18, Dex 25, Con , waists, releasing the imps to aid them in combat.
Int 13, Wis 10, Cha 10 Sleep Bite (Su): Anyone bitten by a bottle-imp
Skills: Hide +7, Listen +6, Move Silently +7, must make a successful Fortitude save (DC 16) or
Search +5, Spot +4 fall into a deep slumber for 10-60 minutes.
Feats: Dodge Smoke Form (Ex): Bottle-imps are partially
Climate/Terrain: Any, usually urban
substantial and can squeeze through any opening that
Organization: Solitary
a Fine creature could.
Challenge Rating: 4
Treasure: None Retreat (Su): When a bottle-imp is reduced to 0
Alignment: Usually neutral evil hit points, it automatically retreats into its bottle and
Advancement Range: 2-3 HD (Tiny), 5-6 HD (Small) pulls in the stopper. This is a free action.
Teleporting Bottle (Su): The only way to per-
Description manently destroy a bottle-imp is to break its vessel.
The vessel is treated as hardness 10 with 10 hit
Rumor has it that these horrible shadowy crea- points. Of course, if the imp senses an attack on its
tures are crafted from the ghosts of children by using bottle, it usually activates the bottle's teleportation
dark rituals. They often serve as deadly assistants power to escape. The bottle grants the ability to
and helpers to malevolent wizards or necromancers, teleport up to 100 yards away, three times per day.
so that their murderous impulses can be better The imp has usually scouted out the surrounding area
indulged. to find the most innocuous location to hide its bottle
Bottle-imps seem to be made of shadow and in the event of an emergency (wine cellars and
smoke, which grants them surprising reach for their gutters are favorites).
size. They live inside small enchanted bottles, which
are sometimes "given" to people that the giver wants Undead: Bottle-imps are immune to poison,
dead. However, their bottles might turn up in surpris- sleep, paralysis, stunning and disease. They're not
ing places, even washing ashore on beaches. subject to critical hits, subdual damage, ability dam-
A bottle-imp can range up to 100 yards from its age, energy drain or death from massive damage.
bottle, always connected by a small tether of smoke
(which can be disrupted without injuring the imp,
although the imp senses the disturbance).

22
CREATuRE COLLECTION

Brewer Gnome
Small Fey Description
Hit Dice: 2d6 (7 hp) Mislabeled as gnomes, brewer gnomes are actu-
Initiative: +2 (Dex) ally one of the fey races that still walk the Scarred
Speed: 20 Ft. Lands. These gnomes travel the countryside collect-
AC: 13 (+1 size, +2 Dex) ing strange ingredients to make the brews for which
Attacks: Club +3 they are famous or infamous, depending on whom
Damage: Club 1d6 one asks.
Face/Reach: 5 ft. by 5 ft./5 ft. When they are not collecting ingredients, brewer
Special Attacks: Belch, Flame breath, spells, gnomes find a secluded glade or mountaintop to set
spell-like abilities
up camp and do their brewing. The brewer gnomes
Special Qualities: Magical brewing
then proceed to have a large party until they are all
Saves: Fort +0, Ref +5, Will +1
quite worse off for it.
Abilities: Str 10, Dex 14, Con ,
The gnomes are happy to barter with anyone
Int 13, Wis 12, Cha 14
Skills: Alchemy +18, Appraise +4, Bluff +4,
who happens upon their encampments, or who en-
Craft (Brewing) +21, Escape Artist +1, counters them during their searches for strange
Hide +2, Knowledge (Nature) +6, Sense ingredients. Anyone who manages to survive a few
Motive +3 of the brewer gnomes' drinks during formal introduc-
Feats: Brew Potion, Craft Wondrous Item tions is accepted as a trading partner. Brewer gnomes
Climate/Terrain: Any temperate except near large cities are happy to collect gems and potions of all kinds,
Organization: Clan (5-14) and they also barter their goods for ingredients-
Challenge Rating: 1 collection services from travelers. They do not let
Treasure: Standard their casks of brew go cheaply.
Alignment: Usually chaotic neutral Brewer gnomes stand three feet tall and dress in
Advancement Range: 2-5 HD (Small) bright colors. They travel in extended families. Some
clans have taken in ogres or hill giants who get their
fill of drink in exchange for carting around heavy
casks and for eating anyone who acts rude to the
brewer gnomes.

23
CREATuRE COLLECTION

Combat Anyone drinking the cider gains +1 Charisma


Brewer gnomes prefer the bottle to the bastard every two mugs instead of every three. They also
sword, and never enter combat voluntarily. If they suffer a -2 penalty per mug on any saving throws for
are attacked or their possessions are being stolen, the charming or suggestion magic, to disbelieve
gnomes either attempt to escape with what goods illusions, or on any Sense Motive skill rolls. If a
they can or drive off the attacker depending on the drinker sees or speaks with any reasonably suitable
situation. mate (preferred sex and same race), he must pass a
Belch (Su): A brewer gnome may spend its Will saving throw (DC 11, before the -2 penalty
move action imbibing some of its Silver Moon Ale above) to avoid becoming infatuated with his
and then belch the powerful fumes from the brew at newfound love.
any opponent within five feet in the subsequent Pond Scum Stout Although no one cares to
round. The victim must succeed at a Fortitude save know what the brewer gnomes put in this stout, no
(DC 11) or pass out. The victim is not merely asleep. one complains of its excellent hearty flavor. The
Rousing him requires several rounds of slapping and stout gives +1 Strength per two mugs not three, and
yelling in his ear or any blow that causes damage. anyone drinking it is immune to fear effects for one
Left alone, the victim wakes up in (at most) four hour per mug.
days. The belch attacks counts as a poison attack. Silver Moon Ale A smooth draught that can
Flame Breath (Su): As a full round action, the go right to one's head. Anyone except dwarves,
gnome may quaff some of its highest proof brew and gnomes and fey races who drinks the ale must
then breathe it out on opponents while magically succeed at a Fortitude saving throw (DC 11) or pass
lighting it into a 10-foot flaming cone. Anyone out. The difficulty of the saving throw goes up by
within the cone takes 2d4 damage. Characters who one with each successive cup imbibed. Anyone who
succeed at a Reflex saving throw (DC 11) take only passes out remains asleep for one year per mug
half damage. unless they are woken up (as per "Belch").
Magical Brewing: Brewer gnomes create many Those who do not succumb to the ale's slumber
wonderful concoctions. The following are but a few find themselves in an abundantly cheerful mood, and
of the possible brews. In general, all brews cause the if the moon is visible, they also gain the ability to fly
drinker a -1 Dexterity, Wisdom and Intelligence (as a spell-like ability, caster level 12, activated once
penalty per mug, and a +1 Strength, Constitution and per mug drunk).
Charisma bonus for every three mugs. These bonuses Waterfall Wine This bubbly white wine
and penalties all fade at a rate of one point per hour grants the ability to breathe underwater for one hour
once the drinking stops. The brews are stored in per drink.
casks, each holding a dozen mugs of drink. Spells: Brewer gnomes cast spells as fourth
Passionberry Cider This lovely cider is fer- level sorcerers.
mented from rare passionberries, and it seems to Spell-like Abilities: Turn invisible twice per
augment the berry's amorous side effects. day.

24
CREATuRE COLLECTION

Butcher Spirit
Small Undead Shudder (Su): The butcher spirit passes through
Hit Dice: 6d12 (39 hp) the body of a target, overwhelming him with the fear
Initiative: +8 (+4 Dex, +4 Improved Initiative) that the animal felt at the time of its sacrifice. The
Speed: 40 ft. victim must succeed at a Will save (DC 20) or suffer
AC: 20 (+4 Dex, +1 size, +5 natural) a -4 morale penalty to all attacks, saves and skill rolls
Attacks: None for 1d12 rounds.
Damage: None Possession (Su): After trapping a person in its
Face/Reach: 5 ft. by 5 ft./5 ft. gaze, a butcher spirit can enter his body and assume
Special Attacks: Gaze, shudder, possession complete control. The target must succeed at a Will
Special Qualities: Darkvision 120 ft., incorporeal, undead save (DC 16) to resist possession. A possessed being
Saves: Fort +2, Ref +6, Will +4 is used to cause as much havoc to surrounding hu-
Abilities: Str 10, Dex 18, Con , manoids as possible. Sunrise dispels the possession;
Int 10, Wis 9, Cha 6 the butcher spirit returns to its haunt, while the host
Skills: Animal Empathy +9, Hide +6, Listen +6, regains control, and is probably held responsible for
Spot +5 his seeming actions.
Feats: Improved Initiative
Climate/Terrain: Any Incorporeal (Ex): This creature has no material
Organization: Solitary, convocation (3-18) form. It is seen only as an apparition. It is immune to
Challenge Rating: 4 nonrnagical weapons, although magical weapons and
Treasure: None spells affect it normally.
Alignment: Usually neutral evil Undead: A butcher spirit is immune to poison,
Advancement Range: 5-8 HD (Small); 9-12 HD (Medium-size) sleep, paralysis, stunning and disease. It's not subject
to critical hits, subdual damage, ability damage, en-
Description ergy drain or death from massive damage.
Butcher spirits are what remains of animals once
sacrificed in religious rites to feed the relentless
hunger of the titan Gaurak. The animals' wholsesale
slaughter was avenged by an angry Denev, who
sought to destroy the ravenous lord's cults by
allowing animal spirits to remain in the world to lash
out at their murderers. Butcher spirits linger at the
places of their death, haunting long-abandoned
temples or interrupting ceremonies at secret altars
still dedicated to the Voracious One. Robbed of life,
these spirits hate all people and humanoids in turn,
whether they venerate Gaurak or not. Sometimes
butcher spirits even assume the bodies of people to
experience the world again, and to commit offenses
against humanoids that cannot be performed from
beyond. Butcher spirits are often solitary, seeking
revenge for all their fellow creatures slaughtered at a
site. However, some druids know the tale of a
convocation of dead animals that haunts a ruined
temple in the swamplands of southern Darakeene just
inland from Liar's Sound.

Combat
Butcher spirits are usually tied to the location of
their sacrifice. They possess intruders to wreak
havoc abroad until the first rays of the sun return
them to their haunts.
Gaze (Su): Those who make eye contact with a
butcher spirit must succeed at a Will save (DC 20) or
be unable to take actions unless attacked or the spirit
releases its gaze.

25
CREATuRE COLLECTION

Carnival of Shadows, The


Far to the southeast of Ghelspad, and well south The prince's price is so high and his magic so
of Asherak where the Blood Sea comes to an end, is fearsome, however, that he has never been called
a place beyond human curiosity called the Bay of upon (at least to anyone's knowledge). Such offered
Tears. This bay is the terminus of the currents that aid, and fear of the combined power of the krewes
flow past the body of Kadum, the Mountainshaker, roused for war, makes the Jack of Tears an uneasy
who lies forever bound to a great rock at the bottom fixture in the Scarred Lands' political arena despite
of the sea. There beneath the waves, he writhes, his geographical separation a distance he seems to
gouting blood from where his heart has been torn prefer.
out, as salt waters burn his eternal wound.
The Bay of Tears is so named because of the Krewe of Bones
terrible curse that hangs over it. The fish and sea Blood Bayou is a place of death and decay, and
creatures that by necessity taste the blood of Kadum the Carnival of Shadows rejoices in it. Those things
breed strangely, turning crafty, hostile and vile. And that are dead-yet-walk serve in the Krewe of Bones.
those who eat the catch from the bay are often This society is the most military of the krewes. There
sickened... or changed. is little alternative with so many members of the
At the mouth of the Bay of Tears lies Blood group nearly mindless, shambling creatures, the only
Bayou, a vast salt marsh that's flooded at high tide alternative to discipline and strict regimentation is a
and sequestered from the sea when the tide is low. chaos that the other krewes could not permit.
Inland, the marsh's backwaters are shallow, stagnant Even the most independent or even rebellious of
lakes flooded only by storm surges. the krewe's members are at lest of a strategic or
In this place of darkness and disease, the blood military bent. Those members willing to accept com-
of Kadum, rich with curses and magic, coalesces and missions and intelligent enough to command are
seeps into the very land. It is a place of sickness, a assigned positions leading units of less intelligent
blight that will not heal until the seas are cleansed, undead. Those who are disinterested in such matters
the land is purged, and Kadum's ever-flowing blood are placed on "detached duty in the Krewe of Man-
is stanched. groves" or on "indefinite furlough" and allowed to go
There are some evils in the world that are not a about their business until they are "called up" to
result of the Titanswar. Like flaws in glass, they have serve the krewe. The whole matter is treated with
always been there. But when the gods and titans grave formality, and krewe members are essentially
turned their attention toward each other in a struggle subject to conscription in time of need.
for the heavens, these evils prospered and grew fat The Krewe of Bones has the honor of providing
on the scraps of war. It is in Blood Bayou that one the Jack of Tears' personal guard, and will lead the
such evil has come to dwell. carnival in war should that ever prove necessary.
Some call him The Laughing Man, or the Each unit in the Krewe of Bones is uniformed
Momus, or the Jack of Tears. Whatever he's called, by its officers. While there are no standards,
the King of the Carnival of Shadows has held court uniforms tend to be both flamboyant and sensible.
at the dark heart of Blood Bayou for at least two Most members wear intimidating gear on parade or
centuries, as there is evidence he occupied this land when attending court functions often the half-
before the Titanswar, though perhaps in a different rotted heads of enemies or necklaces made of enemy
form. He has since grown mighty on the power of the fingers if only to remind other carnival members
blood of Kadum. who it is that will save their asses in times of war.
Yet the Laughing Man is not a mere menace to Lord Quick, the leader of Plagues, envies the
be feared and destroyed. Mad, capricious and deadly permanence of Baron Mirth's servants and believes
being that he is, he also possesses a certain gallows that the baron steals his followers.
humor, a fondness for bravery and honesty, and a
seemingly insuperable compulsion to keep his word. Baron Mirth
Though feared by those those who know of him, the The leader of the Krewe of Bones, Baron Mirth
Jack of Tears has never sent his krewes marching is like the force he commands the personification
abroad as an army although he swears that they of discipline and order. Mirth knows well that he is
will if any attempt is made to unseat him. subordinate to his commander in chief, the Jack of
Indeed, Momus has actually offered his services Tears. Rumor has it that the baron was created by the
as advisor and even court magician to other Momus himself, and that he was once one of Demoi-
kingdoms that can bear him. Although his magic is selle Antunes' more fortunate lovers. Whatever the
dark and unappealing, it is rumored capable of truth, the skeletal baron swaggers through the carni-
raising plains into mountains, curing plagues and val, secure in his position and publicly jovial about
destroying armies. all matters.

26
CREATuRE COLLECTION

In private, however, he argues that the carnival for ways to expand his domain and claim more mem-
must expand to protect itself, and sees every intruder bers for his group from among these outcasts.
or counterattack against a raiding party as an excuse
to lobby the dispassionate Jack for a campaign of Demoiselle Antunes
conquest. The leader of the Krewe of Mangroves is the
Mirth is a huge creature, almost seven feet tall, Demoiselle Antunes, whom some say has inhabited
dressed in brilliantly polished armor and a flowing the bayou since before the Titanswar. None know
scarlet cape. He carries a bastard sword and a shield how old the Demoiselle really is. She seems to have
emblazoned with an unmarked scarlet field. He goes been the same late middle age for as long as anyone
about at all times escorted by at least a dozen of his willing to talk about the matter can remember. Surely
crack shock troops. A lady's man, the baron keeps a the Jack of Tears knows her age, but he isn't telling.
small harem of undead concubines. Jovial in her evil, the Demoiselle is known for
her string of lovers as well as for her penchant for
Krewe of Mangroves transforming unfaithful paramours into a wide vari-
Blood Bayou itself is home to many singular ety of fitting shapes. Transformation is not her only
creatures, hateful beings who have chosen to lurk in strength, though. The Demoiselle far outstrips any of
the mud and mire, away from a world that shuns the others in the carnival for her knowledge of
them. It's a place of misfits and madmen, and also of formal magic. Her name is often associated with The
terrible beasts lifewrack and seawrack dragons, White Lady, a powerful magician from a time
spiders grown huge and cunning amid the glades, before, who disappeared under questionable
deadly alligator men and other beasts without names. circumstances. The Demoiselle leads her krewe
These misfits together form one of the most powerful almost by default, being its most powerful member
krewes in the carnival. willing to accept the position.
The Krewe of Mangroves is, perversely, the
least active of the Prince's societies. It exists to Krewe of Plagues
protect and aid the interests of the exiles and The most festive of the Jack of Tears' krewes,
misanthropes who choose to make the bayou their the Krewe of Plagues is the very image of the danse
home. Most such beings have little or no interest in macabre. Brilliant in their gold-and-scarlet regalia,
the outside world. It's also the poorest of krewes. with the music of their lepers' castanets and bells,
While the leaders of other groups go to the court of Plaguers are the ill and misshapen of Blood Bayou.
the Laughing Man dressed in finery, the leaders of This krewe offers the world's deformed outcasts
the Mangroves rely on barbarian splendor. shelter, safety and relief from the agonies of their
And splendid it is. With their fur caps and bone ailments.
jewelry, their carved-wood fetishes and canes, Of course, relief is not without price. Most who
spider-silk robes and swamp-tanned leather, the join were in some way sick or twisted before. When
members of this krewe are terrible to behold. Though they enter into the service of Lord Quick, they
there may be no precious metals or jewels among become bearers of various horrific diseases but are
their garb, how can a mere display of wealth match kept alive by Quick's good graces and potent magic.
the majesty of renegade wizards in cloth-of-man They live painlessly but transmit ailments among
colors, with their leashed alligators? Can mere each other just as other people shake hands.
money compare to the meticulous perfection of the Although they revel in their illness, all krewe
alligator-man warriors with their countless bone members know that they survive at the sufferance of
ornaments? their leader. Those who displease him die quickly
Internally, the Krewe of Mangroves is the least and horribly. Others who commit grave offenses are
formal and probably the most welcoming of the forced to perish slowly as Lord Quick revokes his
Laughing Man's societies. The bayou is a dangerous protection bit by bit.
place for isolated spiders and alligator warriors, who Unlike the other Bayou societies, the Krewe of
must respect each other if they are to take shelter Plagues has very few interests of its own. Unlike
with one another from time to time. The krewe exists Waves, it isn't constantly on the alert for intruders,
to protect its members and give them a social outlet. nor is it self-involved as are the Krewes of Bones
It's not that members exist in harmony many are and Mangroves. Instead, most Plaguers live at the
at constant war with each other but those who are Jack of Tears' great rickety seaside festival as a staff
not engaged in hostilities can be counted on for a of permanent revelers. They serve as courtiers and
friendly word or help in desperate times. messengers for the Laughing Man, and give the ever-
The Krewe of Mangroves has strained relations ambitious Lord Quick eyes and hands all over the
with the Krewe of Plagues; Lord Quick forever looks carnival.

27
CREATuRE COLLECTION

The krewe's idle state and loose organization around which form a bottleneck to unknown lands
make it dangerous. Members can be anywhere at any beyond. The Krewe does not allow boats from the
time, accomplishing any overt or covert deed. And continents of Termana, Ghelspad or Asherak pass
though the Laughing Man decrees that members of into the water beyond the Bay of Tears. Therefore,
other krewes and guests of the carnival never be the lands beyond remain a mystery. Evidently, there
infected with a Plaguer's disease, anyone else can be is some sort of civilization beyond, for captured
killed with but a touch from a member. Of all the Bloodport pirates report sighting strange galleons in
bayou's groups, outsiders would fear this krewe the distance that seemed disinterested in crossing the
most, if only they knew about it. waters that are home to the Krewe of Waves.
Given the gruesome existence that Plaguers live, Most of the members of this krewe are shark-
their suicide rate is high despite their painless afflic- folk, creatures twisted from the carnivorous fish that
tions; those who remain for long are either mad or first fed upon Kadum's bleeding body. These vicious
given wholly to wickedness for its own sake. creatures can survive in the open air for several hours
and are a terrible menace to seaside communities.
Lord Quick Other members of the krewe include sea hags and
The master of the stricken, Lord Quick dresses their close allies the krakens. Vast and terrible
as the quintessential troubadour and masquerader: in creatures, skilled in black magic and weather-
harlequin's garb and constantly disguised. Unlike the witching, the krakens are the leaders of the krewe.
Jack of Tears, however, he wears a domino over his They call up fogs and storms to cover and protect the
face rather than holding up a mask. For all his shark-folk during raids, and in return reap the tribute
smiles, Quick's breath reeks of carrion, his teeth are and respect of their lessers.
blackened and chipped, and his tongue is a rainbow The Krewe of Waves is coldly formal. When it
of diseased colors. takes part in the carnival at all, which is only to
A brutal political player, Lord Quick is different demonstrate propriety to the Jack of Tears, leaders
from his fellow krewe leaders. He seems much more are resplendent in robes made of pearls and gold
on par with the Laughing Man, and there is much coins. Even warriors glitter and shimmer in coral and
speculation about his origins. Some believe that he mother-of-pearl beads.
was a force of evil, like the Laughing Man himself, Though they dress far less spectacularly in their
who came to be allied with the Jack of Tears. Others dim ocean homes, krewe members are almost pain-
believe him to be a lieutenant of the titans, hiding fully formal in their interactions. Complex webs of
from the wrath of the gods. Whatever the case, he is respect and loyalty bind these creatures, with every
the only krewe leader to ever cause the Jack of Tears kraken owing fealty to their queen. In turn, each
to lose his temper, and he seems to be the only one kraken has a court of hags and communities of shark-
who entertains designs on the Momus' throne. That folk that look to it as their protector and leader. Even
he still lives and retains his position despite these the shark-folk are strictly regimented, formed into
facts would seem to mean something but perhaps military units with complex hierarchies.
nothing more than that the King of the Carnival is The Krewe of Waves has close ties with the
amused by the antics of his minions. Krewe of Bones. Baron Mirth lays claim to all
Krewe of Waves
aquatic undead, and many shark-folk attacks are
aided by his walking and swimming corpses. In
The Krewe of Waves consists of the Jack of return, the Krewe of Waves treats its drowned
Tears' aquatic followers. This does not include victims with special care to ensure that as many as
pirates. Although buccaneers of Bloodport are wary possible rise from the dead.
of Queen Ran, leader of the Krewe of Waves (and
sometimes pay her tribute) they are independent of Queen Ran
the Krewe of Waves and the Jack of Tears in general. A vast black kraken, Queen Ran is the ice-
The members of the Krewe of Waves make their hearted ruler of the Krewe of Waves. She is a
home in the ocean and are a dark and mysterious vicious, wicked creature who delights in the riches
breed. that descend upon her black and frigid domain. As
Cold and aloof as their deep, black homes, the brutal and uncompassionate as the sea she rules,
members of the Krewe of Waves largely eschew the Queen Ran dresses in cloth of diamonds and carries
pageantry and comic air affected by members of the scepters of drowned kings in her many arms. A
other krewes. These creatures live by war and black magician of the darkest sort, even worse than
raiding, swimming up from below to attack ships at the Jack of Tears himself, Ran is said to strike pacts
sea or coming ashore in the dead of night to seize with infernal princes, dealing with them as one ruler
captives and take booty back to their lairs. to another.
The main duty of the Krewe of Waves appears
to be border security for the Bay of Tears, the waters

28
CREATuRE COLLECTION

Carnival King, Jack of Tears

Medium-size Outsider (Chaos, Evil) Though he is a jesting figure, the Laughing Man
Hit Dice: 18d8+90 (171 hp) is undoubtedly a force of evil, one who is wise
Initiative: +3 (Dex) enough to make himself useful to his neighbors so
Speed: 30 ft. that they tolerate his existence. But to the individuals
AC: 24 (+3 Dex, +11 Natural) who deal with him, the Laughing Man is a merciless
Attacks: Wand +20 melee trickster who twists words and grants requests with a
Damage: Wand 6d6+2 ruthlessly literal ear.
Face/Reach: 5 ft. by 5 ft./5 ft. The Jack of Tears rules his swamp-kingdom
Special Attacks: Spells from a great, rickety carnival that lies in the center of
Special Qualities: Damage Reduction 10/+1, SR 24 the bayou, connected to the ocean by a channel so
Saves: Fort +11, Ref +9, Will +15 that members of the Krewe of Waves can come and
Abilities: Str 15, Dex 17, Con 20, go freely. Here, on a brightly painted throne of
Int 20, Wis 18, Cha 24 children's toys, he presides over the endless festival
Skills: Bluff +14, Climb +10, Concentration of his minions and holds audiences with those daring
+10, Diplomacy +14, Escape Artist +12, or foolish enough to approach him.
Forgery +18, Gather Information +13, The Jack of Tears has never been brought to
Hide +15, Intimidate +16, Knowledge battle. His scepter Foolscap is a thick wand, white on
(arcana) +14, Listen +20, Move Silently
one end and black on the other. The black end causes
+18, Perform +18, Pick Pocket +18,
Read Lips +20, Scry +20, Search +18, 6-36 points of damage with but a touch. The white
Spellcraft +12, Spot +18, Use Magic end cures all illnesses and wounds and restores all
Device +16, Use Rope +20 lost abilities, levels and amputated limbs. The white
Feats: Combat Casting, Spell Penetration, all end works on the Jack of Tears as well as on anyone
Item Creation and Metamagic Feats he agrees to bless... for a price.
Climate/Terrain: Blood Bayou
Organization: Unique Combat
Challenge Rating: 10 The Jack of Tears uses his magical wand and
Treasure: Triple Standard spells in combat.
Alignment: Always chaotic evil Spells: Spellcasting abilities of an 18th-level
Advancement Range: None
sorcerer.

Description
Outsider: Not affected by critical hits, death
from massive injury, poison, paralysis, sleep, disease
Perhaps the Jack of Tears was once nothing or any attack that must target a living subject.
more than an evil spirit. It could be that he once
roamed the night roads in a corpse-cart or a circus
wagon, the wheels of which left tracks of blood, and
he inflicted ill luck, miscarriage and sudden death
wherever he went. Certainly, this is the origin many
wizards attribute to him, but the jealous have always
taken delight in casting aspersions.
Whatever the Jack of Tears once was, he
became something more when he came to Blood
Bayou and fed upon the blood of Kadum. The
Laughing Man is not a child of the titans any more
than are most inhabitants of the Bay of Tears. He has
simply grown mighty on the intensity of Kadum's
suffering.
Whatever his origin, the Jack of Tears is now the
undisputed ruler of Blood Bayou and the krewes
based there. These krewes are groups he has bound
together for the common good and goals of all the
unsavory characters who call the Bay of Tears their
home.

29
CREATuRE COLLECTION

Carnival Krewe, Alligator Warrior

Large (Tall) Humanoid


Hit Dice: 6d8+18 (45 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft., swim 30 Ft.
AC: 24 (-1 size, +2 Dex, +3 studded leather
armor, +10 natural)
Attacks: Weapon +9; bite +9 melee, tail slap +7
melee; javelin +7 ranged
Damage: By weapon +4; bite 1d6+4; tail slap
1d6+2; javelin 1d6+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 18, Dex 15, Con 16,
Int 12, Wis 8, Cha 6
Skills: Climb +4, Disable Device +5, Escape
Artist +2, Hide +4, Jump +3, Listen +4,
Move Silently +6, Search +3, Spot +6,
Swim +12, Wilderness lore +4
Feats: Alertness, Dodge, Improved Initiative,
Multiattack, Spring Attack
Climate/Terrain: Swamps
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful evil
Advancement Range: 7-10 HD (Large)

Description Alligator warriors are unsophisticated creatures


Solitary swamp-dwelling predators, alligator that focus on solitary hunting, preferably by ambush.
warriors are some of the most dangerous inhabitants They are masters of the pitfall, trap and snare,
of Blood Bayou. It's unclear if they existed before andmost of their time is spent in mock-warfare with
the area came to be saturated with the blood of their neighbors over territory. This fighting
Kadum. If they did, it's impossible to say what they occasionally turns genuine; few alligator warriors die
were like originally. of old age. Though often vicious and aggressive
Alligator warriors are extremely territorial and toward their own kind, they can be friendly to other
independent. They typically gather for only three creatures that inhabit their domains. Alligator
purposes. The first is for mating, and in the early warriors often serve as the genteel companions of
spring the booming sounds of alligator-warrior males other bayou denizens. They favor magicians and
calling out territorial challenges creates an incessant giant swamp spiders as companions, both of whom
evening din. The second is for organized activities can provide the warriors aid and assistance in their
such as meetings of their krewe or festivals and constant territorial sparring.
dances. Despite their predatory bent and solitary
nature, these creatures can become gregarious by
intention. The third occasion is to hunt intruders.
Combat
Alligator warriors favor javelins, which they
When the territory populated by alligator warriors is
hurl with the use of a throwing stick, and knives or
invaded, they put aside their own disputes to stalk an
short swords. Most alligator warriors wear bone-
invader, picking off stragglers or overwhelming an
studded leather armor.
individual if it is weaker than the whole of the
attackers.

30
CREATuRE COLLECTION

Carnival Krewe, Blood Kraken

Large (Long) Magical Beast Most wield scepters or other wands of office
Hit Dice: 7d10+21 (59 hp) salvaged from wreckage, and these can include
Initiative: +1 (Dex) swords and elaborately carved wooden legs
Speed: swim 60 ft. anything striking.
AC: 24 (-1 size, +1 Dex, +14 natural)
Attacks: 8 tentacles +9 melee; squeeze +9 Combat
Damage: tentacle 1d6+3; squeeze 1d6+3 Blood krakens are typically reticent to enter
Face/Reach: 5 ft. by 10 ft/5 ft. combat, preferring for their followers to take care of
Special Attacks: Ink, sticky grasp, spells such matters while they stay back and offer magical
Special Qualities: None support. When forced into combat, krakens favor
Saves: Fort +5, Ref +3, Will +8 combat magic or attempt to strangle victims with
Abilities: Str 17, Dex 12, Con 16, their powerful arms.
Int 14, Wis 17, Cha 13 Ink (Ex): Blood krakens can spew a thick ink
Skills: Diplomacy +8, Hide +3, Innuendo +5, cloud, which obscures vision in a 60-foot radius. Not
Intimidate +3, Knowledge (arcana) +10,
Listen +7, Scrying +6, Spellcraft +5,
even darkvision can penetrate it. They may do this
Spot +2, Use Magic Device +3 once every three hours.
Feats: Blind-Fight, Forge Ring, Craft Rod, Sticky Grasp (Ex): When struck by one of the
Enlarge Spell, Leadership, Maximize Kraken's tentacles, a target is seized and crushed,
Spell taking damage automatically every round unless the
Climate/Terrain: Undersea, seashore kraken is killed or releases the victim voluntarily.
Organization: Solitary Size Small or larger individuals can be held by up to
Challenge Rating: 5 two tentacles at the same time.
Treasure: Triple Standard
Spells: Blood krakens have access to spells of
Alignment: Always lawful evil
the War, Destruction, Law, Evil and Water spheres
Advancement Range: 8-10 HD (Large), 11-14 HD (Huge)
as an 8th-level cleric.

Description
These inky black creatures are the leaders of the
Krewe of Waves and are the terrors of shipping and
coastal villages throughout the Bay of Tears. Though
blood krakens are relatively small (usually 8 to 12
feet from tentacle tip to tentacle tip) and shy from
physical conflict, their leadership abilities and
mastery of the magic of weather and destruction
make them extremely dangerous, especially when
supported by their coteries of followers.
Most krakens have personal entourages of sev-
eral sea hags and a number of shark-folk. Such
raiding parties might be as small as a school of 8 to
12 or as large as a village of 50 or more.
Blood krakens as a group owe allegiance to
Queen Ran, the leader of the Krewe of Waves.
Through her, they are members of the Carnival of
Shadows, though by and large they find the chaos of
the carnival distasteful. Most blood krakens are vain
creatures, proud of themselves and their power. They
bedeck themselves in the riches of the surface world,
covering their arms with rings and bracelets, gilding
and piercing their beaks, and crowning themselves
with a wide variety of circlets, tiaras and diadems.

31
CREATuRE COLLECTION

Carnival Krewe, Necromantic Golem

Huge (Long) Undead Construct


Hit Dice: 9d12 (58 hp)
Initiative: +0
Speed: 90 ft.
AC: 14 (-2 size, +6 bone armor)
Attacks: 2 large arms +16 melee,
4 small arms +11 melee
Damage: Large arms 2d8+9; small arms by
weapon type +4
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: None
Special Qualities: SR 8, damage reduction 4/+1,
undead construct
Saves: Fort +6, Ref +3, Will +0
Abilities: Str 28, Dex 10, Con ,
Int , Wis 4, Cha
Skills: None Feats: None
Climate/Terrain: Swamp
Organization: Solitary or company (2-3)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement Range: 6-8 HD (Large), 10-16 HD (Huge),
17-25 HD (Gargantuan)

Description
Not every corpse is reanimated sufficiently fire or jab down into a press of men. The golem itself
intact to serve as an individual warrior, and many has two large arms ending in bone-armored clubs.
who begin undeath in good repair become so These are typically used against cavalry or
severely damaged that they can no longer perform fortifications but work well enough against smaller
field service. From these remnants are made the so- targets. The golem also has four small arms facing its
called necromantic golems. They are golems only in front. These typically carry human-sized weapons
that they are constructed, usually by sewing or and are used to attack opponents too close to the
lashing remains together, perhaps around carefully front of the golem for troops in the howdah to hit.
constructed hardwood frames. The rest of the process
is almost natural, as the powers of the blood and
curses that saturate Blood Bayou give life to the dead
Combat
An automaton, a necromantic golem does its
tissue. Within a few hours or at most a few days, the
masters' bidding fearlessly and without hesitation. If
pieces of the golem gain a dark communal life and
riders in the howdah are destroyed during battle , the
begin acting as parts of a single, terrible undead
golem will still attack anything in sight except mem-
behemoth.
bers of the Krewe of Bones who are its masters.
The art of constructing these abominations is
well studied among war-machine makers of the Undead Construct: A golem is impervious to
Krewe of Bones. Not just slapped-together hunks of critical hits, subdual damage and death from massive
meat and bone, necromantic golems are the product damage trauma. It's immune to poisons, diseases,
of long hours of careful craftsmanship. Built not only blinding, deafness, drowning, electricity, sleep and
for the battlefield, but as works of art to be used in spells and attacks that affect respiration and living
the carnival, these monstrosities are the pride of the physiology. It cannot be stunned or affected by at-
Bones. tacks or spells of mind-altering nature (enamoring or
A necromantic golem has no set form the charming spells, for example), or by spells based on
statistics presented here are for an average construct healing/harming. It is also immune to ability damage,
used to support infantry in battle. Larger golems are energy drain, or death from massive damage. It can-
created for siege work, and even sea-going golems not be turned as it has no mind capable of fearing
exist for naval operations. The version described holy power, but it may be destroyed if a cleric
below can carry four skeletons in the howdah built generates a destruction result with a turning attempt.
onto its hunched back. These skeletons are typically
armed with crossbows or long lances, with which to

32
CREATuRE COLLECTION

Carnival Krewe, Plague Wretch

Medium-size Humanoid Plague wretches are possessed of a tremendous,


Hit Dice: 3d8+12 (25 hp) unnatural stamina and energy, part of the same gift
Initiative: +0 that allows them to survive even prosper under
Speed: 30 ft. the burden of their maladies. Wretches are generally
AC: 15 (+5 natural) willing to do anything to avoid the displeasure of
Attacks: Punch +5 melee their lord. They live by his leave alone.
Damage: Punch 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft. Combat
Special Attacks: Touch of Death Plague wretches typically use no tactics in a
Special Qualities: Damage reduction 4/ fight and few need to. They can shrug off sword
Saves: Fort +7, Ref +1, Will +1 blows, and their victims are typically too terrified to
Abilities: Str 15, Dex 10, Con 19, resist them. While their touch is not immediately
Int 10, Wis 10, Cha 7 fatal, those who do escape them are usually dead
Skills: Balance +1, Bluff +3, Climb +2, long before they reach the bayou's borders.
Diplomacy +1, Intimidate +4, Jump +2,
Listen +3, Perform +4, Spot +2, Touch of Death (Ex): Plague wretches have a
Tumble +2 deadly touch, so they rarely use weapons. Not only
Feats: Endurance do their blows do a startling amount of damage,
Climate/Terrain: Swamp those hit must succeed at a Fortitude save (DC 18) or
Organization: Throng (1-8), revel (6-36) contract any kind of virulent disease. Once a victim
Challenge Rating: 2 fails such a save, she takes one point of Constitution
Treasure: Standard ability damage every twelve hours until the illness is
Alignment: Usually neutral evil somehow cured or the victim dies. Disease effects
Advancement Range: By character class are not cumulative with multiple hits.

Description
Plague wretches are servants and victims of the
dreadful Lord Quick, the leader of the Krewe of
Plagues. These beleaguered people are the primary
inhabitants of the ongoing festival that is the
Laughing Man's capital.
Burdened with dozens of diseases and
beholden to the twisted madness of their leader,
most wretches who survive even a short time
in the carnival are quite mad. Though they
may have pursued adventuring professions
prior to their existence here, most have
forgotten their skills after endless
rounds of drinking and celebrating.

33
CREATuRE COLLECTION

Cathedral Beetle
Large (Long) Vermin
Hit Dice: 6d8+18 (45 hp)
Initiative: +1 (Dex)
Speed: 40 ft., fly 30 ft.
AC: 17 (-1 size, +1 Dex, +7 natural)
Attacks: Bite +9 melee
Damage: Bite 3d6+4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Vermin
Saves: Fort +8, Ref +3, Will +2
Abilities: Str 18, Dex 12, Con 16,
Int 1, Wis 10, Cha 13
Skills: Climb + 6, Listen +8, Spot +4
Feats: Improved Bull Rush, Power Attack
Climate/Terrain: Temperate and warm hills, Forests,
mountains and prairie
Organization: Solitary, pack (1-6) or mating
cluster (4-16)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement Range: 7-8 HD (Large), 9-12 HD (Huge)

Description
Combat
The cathedral beetle is neither the most danger-
ous threat roaming the Scarred Lands, nor the most
fantastic, but it is certainly one of the most striking. The cathedral beetle, like other beetles, has
This immense insect, fully nine feet long and four mandibles with tremendous crushing power. If it
feet at the "shoulder," is notable for its ornate perceives a foe as edible that is, smelling more of
bronze-colored carapace. The ridged "horns" flesh or vegetable matter than of metal or stone
adorning its head look something like fluted spires, (which may rule out heavily armored foes) it
while its wing cases seem to be engraved with an usually tries to bowl them over with a bull rush, pin
arch pattern like the vaulted molding on the interior them with its weight and begin eating them. If the
of a cathedral hence the name. foe resists, it tries to bite sufficiently large chunks
Cathedral beetles were previously found only in until its prey stops resisting. If the beetle perceives a
deep forests, but the disasters of the Titanswar drove threat as inedible, or too dangerous to be worth its
many of them from their homes, scattering them to a while, it sprays a cloud of acid from its mouth and
variety of new territories. Unfortunately, they proved retreats in the confusion. This can get horribly messy
very adaptable and are now a moderate menace to when multiple cathedral beetles are involved. The
anyone unlucky enough to cross their paths. The beetle does not spray acid unless pressed severely, as
beetles are always ready to add meat to their diet. acid-dissolved opponents are difficult to eat.
Like other beetles, cathedral beetles have a noto- Acid Spray (Ex): The cathedral beetle can
riously unselective palate. If it's organic, a cathedral spray a cloud of acid directly in front of it, which
beetle can probably eat it, be it flesh, wood or bone. covers a cone 20 feet long. Creatures caught within
They are content to remain in an area as long as the cloud take 4d6 points of acid damage, half that
there's food, but their lack of intelligence makes with a successful Reflex save (DC 17). The beetle
them prone to overeat a region's organic life. When must wait one hour before it can build up enough
out of food, they take to the air clumsily, migrating acid to spray again.
to more promising regions including pasturelands
Vermin: Immune to mind-influencing powers.
and fields.

34
CREATuRE COLLECTION

Cave Moth
Tiny Ooze Combat
Hit Dice: 1d10 (5 hp) Usually found either clinging to walls or flying
Initiative: +0 through dungeon corridors, the creature is attracted
Speed: 5 ft., fly 20 ft. by the subtle moisture created through other crea-
AC: 12 (Size) tures' respiration. The moth attempts to wrap itself
Attacks: Wrap +1 melee around a target's head in an effort to suffocate its
Damage: Wrap 1 prey. Cave moths are also attracted by the gases
Face/Reach: 2.5 ft. by 2.5 ft./0 ft. given off by burning torches and smother them with
Special Attacks: Smother their bodies, thinking the brands are prey. These
Special Qualities: Blindsight, transparent, ooze unlucky creatures are killed. However, they are
Saves: Fort +2, Ref +0, Will -5 rarely solitary, and other moths flock to attack
Abilities: Str 6, Dex 10, Con 10, intruders who now flounder in the dark.
Int , Wis 1, Cha 1
Skills: None
Blindsight (Ex): The cave moth is blind, but its
Feats: None whole body acts as a primitive sensory organ that can
Climate/Terrain: Underground locate prey by its exhalation.
Organization: Flurry (5-10) Smother (Ex): With a successful attack, the
Challenge Rating: 1 cave moth wraps itself around the head of a victim,
Treasure: None cutting off his air supply. A successful Strength or
Alignment: Always neutral Escape Artist check (DC 15) dislodges the creature.
Advancement Rate: 2-3 HD (Small); Otherwise, the only option is to attack it with
4-10 HD (Medium-size) weapons, in which case the moth and its victim
suffer the same damage. A victim is considered to
Description be drowning until the moth is killed or
dislodged.
The cave moth is a nearly
transparent form of ooze that makes Transparent: Cave moths are
its home in dungeon passages difficult to see, requiring a Spot
and cave networks. Flurries of check (DC 15) to notice one.
cave moths flap through corridors Ooze (Ex): Cave moths
in search of prey. While digesting are immune to mind-
its kills, the creature builds up influencing effects, poison,
gases within its body that are paralysis, sleep, stunning and
lighter than air, allowing polymorph. They are not
it to float. By undulating, vulnerable to critical hits.
the cave moth can propel
itself through the air.
On dungeon walls, the
cave moth looks like nothing
more than glisten-ingwetstone.
While airborne, it is almost
impossible to spot, as its
translucent form and silent motions
combine with the caverns' darkness to
confound the senses.

35
CREATuRE COLLECTION

Cave Shrike
Huge (Long) Ooze
Hit Dice: 12d10+48 (114 hp)
Initiative: - 2 (Dex)
Speed: 15 ft., climb 15 ft.
AC: 9 (-2 size, -2 Dex, +3 natural)
Attacks: 4 Tentacles +15 melee
Damage: Tentacles 1d6+5
Face/Reach: 5 ft. by 10 ft./100 ft.
Special Attacks: Sticky tentacles
Special Qualities: Vulnerable to electricity, ooze
Saves: Fort +12, Ref +2, Will -1
Abilities: Str 21, Dex 6, Con 18,
Int , Wis 1, Cha 2
Skills: Hide +5, Spot +12
Feats: Blind Fighting
Climate/Terrain: Subterranean caverns
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement Range: 10-11 HD (Large), 12-15 HD (Huge)

Description
The cave shrike is a horrific denizen of the
lowest subterranean pits. It has a quivering,
protoplasmic central body ringed with a number of
slimy, elastic tentacles that can reach victims up to
100 feet away. Three large eyes spaced equidistantly
around the central body stare fixedly into the
darkness, constantly searching for prey.
Cave shrikes are rare and hideous creatures that
ooze their way onto the high ceilings of ancient
caverns, hiding in the abyssal darkness where no
torchlight can reach and waiting patiently for animals
and other cave dwellers to pass below. The creature
then grabs its intended prey swiftly in one or more
ropy tentacles and draws it high into the air before Tentacles can be targeted individually, and must
dropping it on the many stalagmites that rise sharply suffer 25 hit points of damage before they are
severed.
from the cavern floor. Once the impaled victim
expires, the cave shrike picks the rotting corpse Sticky Tentacles (Ex): The cave shrike's ten-
apart, absorbing bits of the victim through the jelly- tacles are covered with a sticky ooze that helps them
like membrane of its central body. grip and makes it difficult for prey to escape. A
Dark stories persist of tribes of goblins or victim hit by a tentacle must succeed at a Reflex save
kobolds that worship cave shrikes as gods, creating (DC 16) or become entangled. Anyone struggling to
their homes under a monster's shadow and providing break free from a tentacle's clutches must make a
it with sacrifices from the outside world. The successful Strength or Escape Artist check (DC 16).
creature's name comes from cavern explorers who Beginning the round after its latches onto its prey,
were attacked by one of these things and who the cave shrike will lift them 30 ft. into the air each
misinterpreted its strikes as the attacks of cave- round (until it decides to drop them or they free
dwelling birds. themselves).
Vulnerable to Electricity (Ex): Cave shrikes
Combat suffer double damage from electricity-based attacks.
The cave shrike's method of attack is simple Ooze: Immune to mind-influencing effects, poi-
pick up a victim and drop it from a great height, son, sleep, paralysis, stunning and polymorphing.
usually 80 to 120 feet. Each tentacle is easily strong Not subject to critical hits.
enough to lift 200 pounds without effort and can
combine to lift heavier prey.

36
CREATuRE COLLECTION

Celestian
Huge (Tall) Giant guise of an ordinary cloud. A celestian can make
Hit Dice: 6d8 (27 hp) itself heard in just as many ways, but it almost
Initiative: +0 invariably retains the booming voice of its "old"
Speed: Fly 50 ft. days.
AC: 8 (-2 size) The celestians' status among other giants lies in
Attacks: None tatters. Regarded as little more than diminutive
Damage: None cousins, their fall from grace has created a great deal
Face/Reach: 15 ft. by 15 ft./15 ft. of tension between them and other giantkin. Clashes
Special Attacks: Weather control, spells between giants and celestians are common and
Special Qualities: Immunities, vulnerabilities, SR 13 marvelous to behold. The true focus of celestians'
Saves: Fort +5, Ref +2, Will +3 ire, however, is the war against the gods and their
Abilities: Str , Dex , Con , servants. They are as bitter as the titans themselves
Int 16, Wis 12, Cha 14 and immediately abhor any priests they encounter,
Skills: Concentration +6, Intimidate +7, targeting such clerical opponents before all others.
Knowledge (arcana) +6, Spellcraft +6,

Feats:
Spot +4
Quicken Spell
Combat
Climate/Terrain: Any Celestians move freely like the air, and they often
Organization: Solitary or Gusts (3-12) strike with little warning, descending directly over their
Challenge Rating: 4 foes. Consisting of a vaporous substance, these creatures
Treasure: Standard are unable to harm an opponent physically. However,
Alignment: Usually chaotic evil they are formidable magic-users, and combined with
Advancement Range: 5-12 HD (Huge) their limited weather control, they are still capable of
inflicting the damage for which giants are infamous.

Description Weather Control (Su): A celestian is capable of


causing strong winds as a free action. Anyone within 50
In the eyes of the divine races, the giantkin were feet of a celestian using this power moves at half his
blasphemers who fought against the gods, and they normal speed. Those using thrown or missile weapons
were justly punished. The Hundred-Handed Ones, a that travel within this stormy area of effect suffer a -6 on
cadre of the strongest and most arrogant giantkin, their attack rolls. Tiny (or smaller) flying creatures within
were given a most ironic punishment by the storm the area of effect are blown out of the air and injured by
god Enkilli for the role the giants played in the falling.
Divine War. Enkilli tore the giants' physical forms
asunder and made them as hollow as the wind. Spells: Celestians are potent sorcerers, and are
These giants who had crushed dwarves with treated as sorcerers of the celestian's HD in level.
one hammering blow of their mighty fists, Immunities (Ex): Celestians can only be injured
became no more powerful than a spring by magical weapons. They are immune to
breeze doomed to an eternity as polymorph, poison, paralysis and
creatures of the clouds and mists. electrical spells and attacks.
But the celestians, as they are Vulnerabilities (Ex): As they
now known, are not as dim-witted are cursed by the gods, celestians do
as most of their giantkin brethren. not receive their spell resistance
Since the Divine War, they have against clerical magic (but they do
taken new strength from the against druidic or arcane magic).
realms of magic. Their Furthermore, for all their fury,
accursed transformation they fear being cursed by the gods
only increased their fury, so again and do not seek to draw
the celestians spread their attention. Therefore,
destruction wherever they celestians may be turned or de-
go. stroyed by clerics of any
A celestian's form is that alignment (they may not be
of a cloud, thin and translucent. rebuked or commanded however, so
Its eyes are crystal-blue and even evil or neutral clerics still turn
nearly opaque; the rest of its body or destroy celestians). Note that this
wavers and shifts as it moves. does not mean the celestians are
Though its size never changes, a undead, they are simply vul-
celestian can take almost any nerable to turning as though
form imaginable, including the they were undead.

37
CREATuRE COLLECTION

Cerulean Roc
Large (Tall) Magical Beast Combat
Hit Dice: 16d10 (88 hp) Cerulean rocs rarely need to enter combat, but
Initiative: +4 (Dex) they use their sharp beaks and terrible talons when
Speed: 20 ft., fly 170 ft. they must.
AC: 14 (-1 size, +4 Dex, +1 natural) Chaos Effects (Su): Whenever a cerulean roc
Attacks: Beak +16 melee, 2 talons +11 melee
flies overhead, one of the following eight effects
Damage: Beak 2d10+1; talons 2d8
occurs (roll 1d8).
Face/Reach: 10 ft. by 10 ft./10 ft.
Special Attacks: Chaos effects 1d8 Roll Effect
Special Qualities: None 1 Bend Starlight/Sunlight: At night, the stars in
Saves: Fort +10, Ref +9, Will +8 the heavens appear to bend, twist, spin and
Abilities: Str 12, Dex 18, Con 10, change position, such that travelers cannot use
Int 13, Wis 17, Cha 19 them to determine direction. In daylight, the
Skills: Escape Artist +16 sun itself appears to change position in the sky,
Feats: None moving higher or lower, or moving to an
Climate/Terrain: Sky illogical point in the heavens (due north, for
Organization: Solitary example). This warp remains in effect until the
Challenge Rating: 9 next dawn or dusk.
Treasure: Standard 2 Windstorm: The winds begin to move, whip
Alignment: Usually chaotic neutral and howl; slowly at first, then gaining intensity.
Advancement Range: 16-20 HD (Large) Halfway through the duration of the 3d4-round
windstorm, those present must make a Reflex
Description save (DC 17) or be cast to the ground for 2d4
The majestic cerulean roc is also known more points of damage per round. The players must
pejoratively as "the chaos bird," for it throws the natural make this save every round for the remainder of
laws of nature into disarray wherever it goes. Meeting the storm. After 3d4 rounds, the winds die
cerulean rocs has proven to be an especially harrowing away suddenly.
experience for travelers caught out in the open be it on 3 Spectral Flash: Multi-colored lightning fills the
land or sea where they are unable to escape the effects skies overhead, blinding all who fail a Fortitude
of the bird's flight. save (DC 14) for 3d4 rounds.
No one knows for certain where the cerulean roc 4 Desert Wind: A dry thirst grips the throats of
nests. Some hold that the roc springs from the cerulean those beneath the cerulean roc and causes them
ether itself, for the bird is sometimes sighted during those to make attack rolls, skill rolls, or save rolls at a
hours when the sky is most radiant. Whenever a cerulean penalty of -3 until they have satiated their thirst
roc approaches or departs, it always does so from the by drinking three days' rations of liquids. A
distant horizon, and those with the power of flight who Fortitude save (DC 16) resists the effect.
have pursued it only find to their dismay that it simply 5 Relocate: All creatures and small landmark
disappears into the vault of items (boulders, trees, etc.) in the vicinity safely
sky. There appears to be teleport 100-600 feet in a random direction (roll
no rhyme or reason to a 1d8: 1 = north, 2= northeast, 3 = east, etc.).
cerulean roc's coming 6 Luck: The cerulean roc flies upon the winds of
or going. fortune, and fortune brings success. Rolls to at-
Cerulean rocs tack, saves and skill rolls are made at a +3
seldom approach bonus for the next day.
civilized lands.
They prefer to 7 Contentedness: A feeling of wellbeing
travel the skies above permeates anyone who is affected. Natural
the wilder realms of the healing rates double, only half rations need be
Scarred Lands. Other fly- consumed to fill one's belly, and sleeping times
ing beasts rarely prey are halved for the next week.
upon cerulean rocs, 8 Wealth: Gold dust falls from the Roc's wing
perhaps tips but disappears as it strikes the ground.
because Anyone in the area with a suitable container
most can roll 1d20+Dexterity modifier and multiply
beasts the result by three. The result is the number of
are wary of the gold pieces worth of gold dust the character can
rocs' unpredictable collect.
powers.

38
CREATuRE COLLECTION

Charduni
Medium-size Humanoid (Dwarf) Description
Hit Dice: 1d8+2 (6 hp) Like the namesake bloody god these dark-
Initiative: +0 skinned dwarves worship, charduni embrace
Speed: 20 ft. conquest, domination and war. Disciplined, regal and
AC: 19 (+6 splint mail, + 2 large shield, decadent, these dwarves rule their kingdom from the
+1 natural) city of Chorach with a terrible, iron grip.
Attacks: Charduni warscepter +3 melee; net +3 Charduni are infamous as slavers and necroman-
melee; shortbow +1 ranged cers anyone unfortunate enough to be captured by
Damage: Charduni warscepter 1d10+2; a charduni slaver patrol is cast into their Thorn
shortbow 1d6 Mines, where victims are worked to death and reani-
Face/Reach: 5 ft. by 5 ft./5ft. mated to continue their labors. While most of the
Special Attacks: None
iron ore from the mines goes to charduni smiths for
Special Qualities: Darkvision 90 ft., dwarven traits
use in armor and weapons, the precious metal ores
Saves: Fort +4, Ref +0, Will +1
are smelted and forged into the many baroque adorn-
Abilities: Str 15, Dex 10, Con 14,
ments on the charduni nobility.
Int 10, Wis 12, Cha 8
Charduni soldiers are depicted as fearsome war-
Skills: Appraise +1, Climb +1, Craft (Mining)
+2, Intimidation +2, Intuit Direction +4, riors. Bards tell bloody stories of the charduni riding
Listen +2, Spot +1 into battle, swathed in the decadence of their con-
Feats: Exotic Weapon Proficiency (Charduni quests and brandishing their warscepters, a terrifying
Warscepter) weapon made in the likeness of the one wielding it.
Climate/Terrain: Temperate and warm land and Charduni soldiers fight to the death, eagerly awaiting
underground their return as undead.
Organization: Squad (4-9), slaver patrol (10-30
charduni, plus 1 slavemaster of 5-7th
level), war troop (20-120 charduni, plus
one 3rd-level assault-master per 10
charduni, two 6th-level war-masters, one
8-10th level war-general, two 4- 6th level
necromancers, and possibly undead
troops as well)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Always lawful evil
Advancement Range: By character class

39
CREATuRE COLLECTION

Fallen soldiers relish the opportunity to rise and until the oldest charduni truly have skin like steel
strike another blow for their dark god. War-generals, (charduni's natural armor class bonus ranges from +0
the nobility of the charduni, often ride into battle to +6 with age). They weigh twice as much as a
with a retinue of undead to strike fear into their normal dwarf due to the density of the elder
enemies. charduni's flesh and bone. Lower caste charduni
The charduni emperor and prophet, named The decorate themselves with iron and bone while the
One in White, is said to possess skin of wrought iron nobility are resplendent in baroque jewelry and
and a voice of velvet. From his palace in Chorach he accoutrements of silver, platinum and gemstones. All
reputedly keeps constant council with Chardun him- charduni warriors and priests use warscepters, with
self. The emperor's prophecies of conquest are high priests and war-generals commonly wielding
followed with an unholy fervor. enchanted varieties.
Before the Divine War, the charduni empire was
vast, encompassing a significant portion of the con- Combat
tinent of Ghelspad. However, during the war, these The extremely militant charduni fight with a
dwarves fought fiercely alongside their god, facing disciplined, cunning style. As units, they are adept at
some of the largest losses of any of the Scarn races. carrying out orders and implementing complex tac-
As a result, after the Divine War, the remnants of the tics. Charduni are especially adept at using their size
charduni withdrew to Chorach. Already, however, to their advantage, and their infantry are trained to
the charduni have begun to expand their borders, and take down larger and more numerous foes. Their
neighboring kingdoms live in fear of their wrath, leaders are tacticians of the highest order, and their
knowing that it is only a matter of time before the troops will die to fulfill the smallest command.
charduni seek to lay claim on their territory again. Charduni are known to employ shock troops of
Charduni are slightly taller than other dwarves, undead in their ranks.
but less broad. Their skin darkens with age, going Dwarven Traits: Charduni share all of the com-
from light gray to deepest black. As the charduni mon racial bonuses inherent to dwarves.
age, their skin also becomes more and more dense

40
CREATuRE COLLECTION

Chardun-Slain
Medium-size Undead A year is a long time, so most Chardun-slain
Hit Dice: 5d12 (32 hp) undertake bizarre imitations of their duties: If they
Initiative: +0 died in battle, they might rise and attack the fort built
Speed: 20 ft. atop the battleground. If they died protecting a
AC: 19 (+4 scale mail, +5 natural) merchant caravan, they might find another band to
Attacks: Punch +8 melee; warhammer +8 melee; "escort" to the same destination. After completing
javelin +5 ranged their tasks, symbolic or otherwise, the Chardun-slain
Damage: Punch 1d6+3; warhammer 1d8+3; bury themselves and become normal corpses.
javelin 1d6+3
Face/Reach:
Special Attacks:
5 ft. by 5 ft./5 ft.
Finishing blow
Combat
Although they lack conventional intelligence,
Special Qualities: Undead
they rely on whatever martial prowess they had in
Saves: Fort +4, Ref +1, Will +1
life. They fight like trained soldiers, be it in man-to-
Abilities: Str 16, Dex 10, Con ,
Int 10, Wis 10, Cha 11
man combat or during a coordinated siege. A few
Skills: Climb +7, Intimidate +10, Intuit Direction
Chardun-slain use whatever armor and weapons they
+3, Jump +5, Listen +5, Ride +9, Search carried to war in life.
+5, Spot +11 Finishing Blow (Su): Whatever force reani-
Feats: Armor Proficiency (Medium) mates the Chardun-slain aids them in "recruiting"
Climate/Terrain: Any land others. Those struck by a Chardun-slain who have
Organization: Solitary, fist (4-6), company (20-50) fewer than 10 hit points remaining must succeed at a
Challenge Rating: 2 Fortitude save (DC 17) or suffer double damage.
Treasure: Standard This supernatural attack does only normal damage to
Alignment: Usually chaotic evil characters under spells of holy protection.
Advancement Range: 4-10 HD (Medium-size)
Undead: Chardun-slain are immune to poison,
sleep, paralysis, stunning and disease.
Description They're not subject to critical hits, subdual
A good soldier never stops fighting, damage, ability damage, energy drain or
even after he's dead. The god death from massive damage.
Chardun, the Great General,
awarded distinguished soldiers
and units the gift to carry on
their wars after death.
Chardun-slain rise one full
solar cycle after their deaths,
apparently at the behest of
the Great General, and
resume whatever
assignment cost them
their lives, be it
laying siege to a
town, guarding a
bridge or winning a
battle.

41
CREATuRE COLLECTION

Charfiend
Medium-size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 12 (+1 Dex, +1 natural)
Attacks: Bite +2 melee; 2 claws +2 melee
Damage: Bite 2d4; claw 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Foul odor
Special Qualities: Desecrate, immunities
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 11, Dex 13, Con 13,
Int 10, Wis 8, Cha 8
Skills: Balance +3, Climb +4, Hide +8, Jump
+10, Listen +3, Search +1, Spot +4
Feats: Improved Initiative
Climate/Terrain: Any land or underground near cities
Organization: Solitary, pack (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement Range: 3-5 HD (Medium-size)

Description Combat
A race of scavengers that feeds upon dead flesh, When discovered feasting, charfiends usually
charfiends earned their name through their prefer- flee unless they have a clear advantage. When facing
ence for well-done meat. These creatures often lair in an obviously inferior foe, charfiends circle around
the ruins of burned buildings, emerging only to feed. their prey, first slashing at him with their claws, then
The stench of burning hair, scorched skin and closing in until they overwhelm the victim and tear
sizzling fat stimulate a charfiend's appetite, and the him apart with their teeth. If cornered, charfiends
creatures are drawn irresistibly to burning homes, fight like wild animals, endangering themselves just
funeral pyres and even sacrificial rites. Despite their long enough to escape.
own foul odor, charfiends can smell burning flesh for Foul Odor (Ex): The stench of scorched flesh
miles. and acrid smoke clings to charfiends' fur. Upon first
The charfiend's stench and hideous presence encountering a charfiend, all those within 10 feet
defiles holy places until they are rededicated with the must succeed at a Fortitude save (DC 12) or become
proper purification spells. In the Titanswar, Mormo nauseated, suffering a -2 penalty to all attacks, saves
created the charfiends to spread such sacrilege, and skill checks for 1d8 rounds.
thereby leaving worshipers unable to communicate
Immunities (Ex): Charfiends are immune to
with their gods.
fire.
The Titanswar was a banquet for these creatures;
in these less incendiary times, many charfiends go Desecrate (Ex): Through the sheer foulness of
hungry. The smartest of the breed resort to starting their presence, charfiends counter and dispel sancti-
their own fires.... fying and consecratory spells wherever they go as if
they were dispelling the magic as a 3rd-level wizard.

42
CREATuRE COLLECTION

Child Trap
Medium-size Plant
Hit Dice: 2d8 (9 hp)
Initiative: - 3 (Dex)
Speed: Immobile
AC: 12 (-3 Dex, +5 natural)
Attacks: None
Damage: None
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: None
Special Qualities: Intoxicating lure, plant, soporific gas,
digestion
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 10, Dex 4, Con 13,
Int , Wis , Cha
Skills: None
Feats: None
Climate/Terrain: Tropical
Organization: None
Challenge Rating: 1/4
Treasure: Standard
Alignment: None
Advancement Range: 1 HD (Small), 2-5 HD (Medium-size)

Description
This unassuming tropical plant is one of the quite vulnerable to fire. In fact, the intoxicating,
more lethal beauties ever to be transported to the sleep-inducing gas it emits is explosive when
verdant shores of the Lush Isle in the Blood Sea. exposed to open flame. Child traps are resistant to
While philosopher-kings and world-wise mendicants most herbicidal poisons, but they cannot digest
alike find peaceful rest in contemplating its metal. A resourceful scavenger such as those who
delightful exterior where it grows wild in various guard the Lush Isle's coast for their pirate masters
locales all over the Scarred Lands, the scurrilous might find all sorts of trinkets in the gullet of a
denizens of the Lush Isle have chosen well their gorged child trap. A large enough quantity of metal,
island's first line of defense against the casual inter- such as a full suit of plate armor, virtually chokes a
loper. For, while the organism is calming and child trap to death.

Combat
delightful to contemplate from afar, its appetite for
prey has earned the sedentary predator its name
countless times over. Digestion (Ex): A creature trapped within the
The child trap attracts curious animals (or plant's bulb suffers 1d10 damage per hour until killed
unmonitored children) with its bright, shining colors and processed. Half of the damage inflicted on the plant
and by emitting a delightful display of iridescent gas is inflicted on a victim inside. A would-be meal is
from an orifice directly in its center. The gas dances expelled once the plant loses half its hit points.
and weaves on air currents churned by a cluster of Possessions made of anything but metal are totally
vibration-sensitive fronds. The gas is intoxicating ruined after one hour of digestion.
and sleep-inducing, and the same substance coats the
Intoxicating Lure (Ex): From a distance, the
inside of the trap's leaves and fronds as a sticky
addictive gas the child trap emits induces euphoria. Any
resin. When a hapless victim is lured in and lulled,
potential prey that could be enticed must succeed at a
the plant's fronds reach out to claim a meal.
Will save (DC 16) to resist the effect.
Once prey has been drawn into the center of the
plant, its leaves close up and lock together in a Plant: Child traps are impervious to critical hits,
prickly egg-shaped bulb. Inside, resin dissolves the subdual damage and death from massive damage
skin, flesh and bone of the animal, which are all trauma. They're not affected by spells of mind-altering
absorbed. Waste material fills an underground nature (enamoring or charming spells not specifically
bladder in the trap's root system, and that bladder designed for plants, for example), paralysis, poison,
creates more gas to attract future meals. A trap is sleep, polymorph or stunning.
sated for a month on a meal the size of a large dog, Soporific Gas (Ex): As potential prey draws
but it can devour a human adult given enough time. closer, the same gas puts him to sleep, hopefully within
The child trap's outer surface is coarse and tough reach of the plant's fronds. The creature must succeed at
due to the bone, hair and clothing it absorbs, but it is a Fortitude save (EC 18) to avoid falling asleep.

43
CREATuRE COLLECTION

Coal Goblin
Small Humanoid
The largest and most dangerous clan of
Hit Dice: 2d8+2 (11 hp)
survivors was the coal goblins, creatures with jet-
Initiative: +2 (+2 Dex)
black skin and an inherent gift for stealth. Their
Speed: 30 ft.
leaders took them deep underground, emerging from
AC: 16 (+1 size, +2 Dex, +2 leather armor,
+1 Dodge) time to time only to watch the progress of the war.
Attacks: Short sword +3 melee; or net +5 ranged; During this troubled time, the coal goblins learned to
or shortbow +5 ranged pray, and Belsameth, goddess of assassins, answered.
Damage: Short sword 1d6; arrow 1d6 Coal goblins now ply the trade of murder to get
Face/Reach: 5 ft. by 5 ft./5 ft. by. Although they grow mushrooms and hunt for
Special Attacks: None subsistence, they also waylay sleeping travelers for
Special Qualities: Darkvision 120 ft. their goods. A good portion of their income comes
Saves: Fort +1, Ref +5, Will +1 from the faithful of Belsameth, though; many a
Abilities: Str 11, Dex 15, Con 13, Belsamite priest knows how to contact a nest of coal
Int 12, Wis 13, Cha 11 goblins should they be needed. Some nests have even
Skills: Hide +8, Listen +3, Move Silently +8, moved quietly into the cities, where they lair in
Open Lock +3, Spot +3 sewers and tunnels. They emerge in secret to
Feats: Dodge victimize the urban population and fulfill their needs.
Climate/Terrain: Any, particularly underground And always, they keep their patroness in their
Organization: Murder party (3-5), band (11-20, led by prayers....
a 3rd-level rogue), nest (25-100, led by
a 7th-level rogue, and three 3rd-level Coal Goblin Characters
scouts), temple (50-300, led by a 9th- Coal goblins favor rogue when multiclassing;
level priest, a 7th-level rogue, Five 3rd- many of their heroes are rogue/clerics who follow
level guards and Five 3rd-level scouts) Belsameth. Their clerics usually take the specialty
Challenge Rating: 1/4 domains of Evil and Trickery. Fighters and sorcerers
Treasure: Standard are more rare than are rogues and clerics.
Alignment: Usually neutral evil
Advancement Range: By character class Combat
Coal goblins never get involved in mass brawls
Description if they can help it. If they cannot overcome their
Before the Titanswar, many sub- opponents with traps, sneak attacks and missile fire,
breeds of goblinkin lived all across they retreat as best they can in order to fight another
Scarn. The goblins were time. If cornered, they fight like rabid animals (and
humanoid vermin, creatures they're tougher than they look). If a way out
born from the polluted exists, they don't stand and fight unless the
portions of the world and advantage is clearly theirs.
dedicated to malice. Darkvision (Ex): Coal goblins can
However, the Titanswar see up to 120 feet in pitch darkness as if it
destroyed many goblin war- were bright light.
rens, and entire clans were Skills: Coal goblins are born to
wiped out for merely stealth. They receive a +6 racial bonus
getting in an army or to both Hide and Move Silently checks.
dragon's way.
Those who fought died,
but those who hid survived.

44
CREATuRE COLLECTION

Cold Slime
Large Ooze Combat
Hit Dice: 7d10+21 (59 hp) Cold slimes respond to most stimuli by attack-
Initiative: -2 (Dex) ing. They envelop victims in their near-solid mass
Speed: 10 ft, climb 10 ft. and drain the target's heat, seeking to gain a warmer,
AC: 15 (-1 size, -2 Dex, +8 natural) more liquid state once more.
Attacks: None
Envelop (Ex): If the cold slime succeeds at a
Damage: None
grapple check against a single target, the victim must
Face/Reach: 5 ft. by 10 ft./5 ft.
succeed at a Reflex save (DC 22) or become envel-
Special Attacks: Envelop
oped within the slime. The victim loses 1d10 hit
Special Qualities: Ooze, freezing air
points per round until he breaks the grapple hold, as
Saves: Fort +8, Ref +0, Will +0
the creature leeches away his body's heat.
Abilities: Str 17, Dex 7, Con 17,
Int 2, Wis 6, Cha 1
Once a cold slime envelops its victim, it takes
Skills: Climb +15, Hide +15, Move Silently +15
only half the damage caused by piercing weapons
Feats: None from exterior foes its enveloped victim takes the
Climate/Terrain: Any cold other half.
Organization: Solitary Freezing Air (Su): The air around a cold slime
Challenge Rating: 3 is extremely frigid as the ooze constantly soaks up
Treasure: Standard any ambient heat. Those within 10 feet of a cold
Alignment: Always neutral slime must succeed at a Fortitude save (DC 17) or
Advancement Range: 8-10 HD (Large), 11-16 HD (Huge) suffer a -2 penalty to all attacks, saves and skill
checks until they leave the creature's vicinity.
Description Ooze: A cold slime is not affected by attacks or
Cold slimes are transparent oozes that inhabit spells that involve poison, sleep, paralysis,
frozen regions both above and below ground. They polymorph or stunning, or that influence the mind. It
are naturally slow under most circumstances, but has no physiological weak points and is therefore
after feeding on the warmth of a victim, cold slimes immune to critical hits.
are much more agile and only slightly more viscous
than water.
Some scholars have proposed that cold slimes
may be a bizarre hybrid of water elemental and slime
or perhaps water elementals that, for whatever
reason, simply prefer a semi-solid state to a fluid
one.
Cold slimes make stealthy guards in frozen
climates, often being mistaken for a layer of ice on
the ground, on trees or on walls.

45
CREATuRE COLLECTION

Coreanic Steed
Large (Long) Magical Beast
Hit Dice: 5d10+20 (47 hp)
Initiative: +2 (Dex)
Speed: 55 ft.
AC: 16 (-1 size, +2 Dex, +5 natural)
Attacks: Bite +9 melee, 2 hooves +4 melee
Damage: Bite 1d3+4; hooves 1d8+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: None
Special Qualities: Detect evil, detect lie, immunities,
speak with master
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 18, Dex 15, Con 19,
Int 10, Wis 14, Cha 14
Skills: Search It is believed that the descendants of Permenthes
Feats: None now occupy the legendary plain and still drink from
Climate/Terrain: Savannah the holy Fountain of Corean. It is the privilege of a
Organization: Solitary (with master if already called), holy warrior, himself long in Corean's service, to
herd (4-24) summon a Coreanic steed when the time has come.
Challenge Rating: 2 Although only paladins know for certain, legends say
Treasure: None that when a holy knight calls for his steed, he must
Alignment: Always lawful good first pray before a fountain or well that lies within a
Advancement Range: 3-7 HD (Large) sacred vale or field, and the quest to find his sacred
mount becomes known to him.
Description Once a Coreanic steed answers the call of a
paladin, the steed serves its master until one of them
Legends tell of a young paladin named Permenthes
dies or until the paladin falls from the grace of
who traveled the fertile plains of the Scarred Lands during
Corean. The Coreanic steed can understand and obey
the Age of Sun. He was known far and wide for his many
any commands given by its master, although it
good deeds, but he was susceptible to the deadly sin of pride.
asserts its own judgment when necessary in the
It was pride that drove young Permenthes to erect a temple
course of fulfilling its instructions.
to his deity, Corean, upon a hill in the midst of what was
Coreanic steeds that still await their call to serve
once the vast and fertile plain of Merses. At first he exhorted,
a paladin of Corean travel in small herds across the
then commanded, then coerced the people of the plain to
Bleak Savannah. They are known to help lost or
help him, telling them to forget their planting and harvesting
weary travelers by escorting them back to their
since mighty Corean would provide for them.
homes, or even by defending travelers from attacks
It is said that one day he grew especially angry with an
by the various titan-spawned races that still inhabit
old man who appeared too lazy or weak to help haul stone
the plains.
for the temple foundations. In his wrath, Permenthes rose to
strike him, only to find that Corean had assumed the visage
of an old man. Once the god had dropped his disguise, he
Combat
looked down upon Permenthes and said, "Let the strong Coreanic steeds use a powerful two-hooves-one-
serve the weak, let the proud be humbled, let the blind see bite combination in combat.
the light of truth. For you have demanded service, Detect Evil (Sp): This ability can be performed
Permenthes, where you have failed to serve. You raise a once per day, in a 20-foot radius for 10 minutes. The
temple upon a mount of pride, not humility. Without the Coreanic steed stamps the ground and neighs furi-
light of wisdom, blindness has overtaken you." ously when it senses evil.
Permenthes suddenly realized he had been stripped of Detect Lie (Sp): The steed can also detect lies
his holy powers, and he begged his lord to forgive him and once per day, in a 20-foot radius for a duration of 10
allow him to atone for his sins. Corean said, "I will make minutes. The Coreanic steed stamps the ground and
you an example to all. You will serve me forever, and you neighs furiously when it senses a lie.
will be a light unto my Holy Champions, a reminder to them Immunities (Ex): Coreanic steeds are immune
that service to others is blessed in my name." And before the to charm spells, due to their fierce loyalty to their
eyes of the common plainsmen, Corean transformed riders. They are also immune to fear-based attacks.
Permenthes into a great white stallion to serve forever as the
mount for heroes of Corean. Where the temple foundations Speak with Master (Ex): Although the
had been laid, Corean summoned a fountain to irrigate the Coreanic steed seldom does so, it can speak with its
land. master in a secret language known only to the
faithful.

46
CREATuRE COLLECTION

Crescent Elk
Large (Long) Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2 (Dex)
Speed: 70 ft.
AC: 14 (-1 size, +2 Dex, +3 natural)
Attacks: Antler rake +6 melee,
2 hooves +1 melee
Damage: Antler rake 2d8+4; hoof 1d4+4
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 18, Dex 15, Con 16,
Int 2, Wis 10, Cha 12
Skills: Listen +12, Spot +12
Feats: Balance
Climate/Terrain: Temperate to cold hills and mountains
Organization: Herd (5-30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement Range: 1-2 HD (Large), 4-5 HD (Large)

Description
The crescent elk is one of the hardier animals to
populate the Scarred Lands. A crescent elk stands
roughly five feet at the shoulder and is built
gracefully but solidly. The creature gets its name
from its antlers, which curve up and forward like a
pair of crescent moons. Both males and females sport
these antlers, which they do not shed seasonally as
other animals might.
Crescent elk are simple herbivores. Although
they are generally dangerous when cornered, they are
still preyed upon by hunters such as hill howlers.
Even humans eat crescent elk if they can catch them; cent elk can sometimes be found for sale at trade
the meat is nutritious and filling, if somewhat bitter. centers where nomads come to barter. The price
The animals have an impressive sense of balance and usually runs about 300 gold coins, which doesn't
can navigate steep slopes as can mountain goats. include the cost of training.

Combat
A few nomadic tribes of elves in the southern
reaches of the grasslands becoming better known as
Virduk's Promise have actually managed to In the wild, crescent elk are inclined to run
domesticate crescent elks, using them as pack rather than fight. They stand and do battle only when
animals and mounts. Crescent elk bulls can support cornered or defending their calves. A crescent elk
up to 180 pounds without losing much of their usually lowers its head and rakes with its sicklelike
agility. Properly trained war elk can effectively fight antlers against opponents that run low to the ground
at their rider's command, attacking the target of their and might strike for the underbelly, such as wolves.
rider's choice or, if no specific orders are given, If facing predators that are more likely to strike for
selecting a target of their own. the head, neck or heart (which many humanoids
War elk are notorious for accepting only one might do), an elk is more likely to rear up, striking
rider in their entire lifetime, which makes their downward with sharp hooves and sharper antlers.
market value relatively poor. Recently weaned cres-

47
CREATuRE COLLECTION

Desert Falcon
Large Animal (Bird)
Hit Dice: 4d8+12 (30 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 50 ft., fly 100ft.
AC: 11 (-1 size, +2 Dex)
Attacks: Bite +7 melee, 2 claws +2 melee
Damage: Bite 1d6+4; claw 1d4+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: None
Special Qualities: Shadowless
Saves: Fort +7, Ref +3, Will +2
Abilities: Str 18, Dex 15, Con 16,
Int 4, Wis 13, Cha 8
Skills: Hide +8, Intimidate +7, Intuit Direction
+7, Move Silently +15, Spot +18
Feats: Endurance, Improved Initiative
Climate/Terrain: Desert
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic neutral
Advancement Range: 3-6 HD (Large)

Description
The wide-spanned desert falcon is an animal of Variants
prodigious stamina. It makes its home in the moun- Another species of the falcon lives on the icy
tains that ring the Desert of Onn, and it is capable of tundra surrounding the Knife Mines of southern
flying all the way across the wasteland without stop- Fenrilik. An even larger variety is reputed to live on
ping (at least north to south, as no one seems to the virtually impassable cliffs of the Lush Isle and
know the extent of the desert westward, though subsists on whales that surface for air, but such
perhaps the great falcons can manage that as well), rumors remain substantiated only by a handful of
should circumstances dictate. It lives on ratroos, captured pirates.
Ubantu tribesmen and any other creatures it can
catch alone in the great golden expanse.
Falcons are solitary and territorial monsters in
Combat
Falcons swoop straight down on prey rather than
their aeries or in the air, and they consider their
circle or wait. If the intended victim is part of a
territory to be all they survey. Although they could
group and if the falcon is hungry enough it
carry a man, they do not allow themselves to be
swoops down and tries to pluck its meal right from
ridden or even approached. Even falcon chicks learn
the midst of the pack. Alternatively, the falcon
to fend for themselves immediately after being
swoops low to the ground, trying to scatter a pack
hatched. Wounded, grounded falcons lash out at
and isolate its prey. The falcon scoops up its prey
anything that moves within a wing's reach.
and returns to the nest to devour it.
Shadowless (Ex): A desert falcon casts no
shadow on the ground as it flies. Prey animals must
either hear the raptor approaching or happen to
glance up at the right time to avoid being snatched
up.

48
CREATuRE COLLECTION

Dire Monitor
Large (Long) Animal suitable prey passes by. With only the very top of its
Hit Dice: 6d8+6 (33 hp) head and eyes above the surface of the water, the
Initiative: +5 (+1 Dex, +4 Improved Initiative) monitor digs its claws into the rock or mud bottom
Speed: 20 ft., swim 60 ft. and then lunges at its prey, locking its jaws around a
AC: 13 (-1 size, +1 Dex, +3 natural) victim. The lizard then uses its powerful body to pull
Attacks: Bite +8 melee and 2 claws +3 melee; or the victim under the water, clawing and biting all the
tail swipe +8 melee while. Few creatures have strength enough to wrestle
Damage: Bite 2d8+3; claw 1d10+1; with the big reptile and hold their breath at the same
tail swipe 3d6+3 time. Many drown long before the monitor's claws
Face/Reach: 5 ft. by 10 ft./5 ft. and teeth finish them.
Special Attacks: Tail swipe After several kills, the skeletons and equipment
Special Qualities: None of the monitors' victims often serve to lure even
Saves: Fort +6, Ref +3, Will +1 more victims into reach. In a chilling display of
Abilities: Str 16, Dex 13, Con 13, intelligence, some of these creatures have even
Int 8, Wis 9, Cha 5
learned to carry small pieces of gold or jewelry and
Skills: None
deposit them at the edge of their pools, just close
Feats: Combat Reflexes, Improved Initiative
enough to tempt a curious or greedy creature.
Climate/Terrain: Subterranean pools and rivers
Organization:
Challenge Rating:
Solitary
4
Combat
Treasure: Standard The dire monitor remains deathly still until the
Alignment: Always neutral moment of attack, nearly always catching its prey by
Advancement Range: 4-9 HD (Large) surprise. It attempts to lock its jaws around the
creature's throat, but a limb or a shoulder is equally
Description effective. It then flexes its powerful body and yanks
The dire monitor is a powerfully built reptile the creature off balance, causing it to fall into the
that can reach lengths of up to twelve feet or more, pool. Once underwater, the reptile holds its victim
half of which is made up of a very strong, whiplike until it drowns. A monitor dragged out onto dry land
tail. A dire monitor's skin is reddish-black or brown is still a formidable opponent, using its whiplike tail
and has a rough, pebbly texture. Its blunt snout is to knock its victims off their feet.
lined with rows of razor-sharp teeth that curve Tail Swipe (Ex): Dire monitors forced to fight
backward and help the monitor trap its prey within on land can use their tails to terrible effect. If a
its jaws. creature is struck by a tail swipe, it must succeed at a
The dire monitor is an aggressive predator that Reflex save (DC 18) or be knocked prone.
prefers subterranean pools or small, stygian lakes,
where it can lurk nearly unseen in the shadows until

49
CREATuRE COLLECTION

Dragon, Mock
Huge (Long) Animal For all its menacing demeanor, the mock dragon
Hit Dice: 6d8+18 (45 hp) is relatively harmless at least when compared to
Initiative: +1 (Dex) its true draconian architect. Its "wings" are nothing
Speed: 40 ft., swim 20 ft. more than modified fins poking out from its back,
AC: 17 (-2 size, +1 Dex, +8 natural) useful only for collecting the sun's heat on cool days.
Attacks: Bite +11 melee, 2 claws +6 melee; or tail They cannot breathe fire, although they were given a
slap +11 melee; or crush +11 melee convincing enough capacity for spitting poison.
Damage: Bite 2d8+5; claw 2d6+2; tail slap 2d6+5; And the dragon's plan has been working beauti-
crush 2d8+5 fully. Each year, a few more encounters with
Face/Reach: 10 ft. by 30 ft./10 ft. "dragons" are recorded, a few more "dragon-slayers"
Special Attacks: Spit Venom triumph, and a few more people forget that the mock
Special Qualities: None dragon is a pale, pale shadow of the true dragons of
Saves: Fort +8, Ref +3, Will +3 Scarn. As far as buying time goes, the mock dragon
Abilities: Str 20, Dex 12, Con 16, is a rousing success.
Int 3, Wis 12, Cha 10
Skills:
Feats:
Listen +6, Spot +2
Power Attack
Combat
Climate/Terrain: Temperate and warm hills The mock dragon starts combat with a tail slap,
Organization: Solitary or pair preferring to expend as little energy as possible. If
Challenge Rating: 4 irritated further, the dragon will spit its venomous
Treasure: Standard cloud and then attack with its claws and teeth,
Alignment: Always neutral focusing on one opponent at a time. Only as a last
Advancement Range: 9-12 HD (Huge) resort will the dragon use its second venom attack,
preferring to save it as a prelude to fleeing the
Description combat.
After the Titanswar ended, the surviving drag- Spit Venom (Ex): The mock dragon can exhale
ons the living weapons of the Titans quickly a blast of venom in a cloud of mist 20 feet in
decided that it was better if they went to ground to diameter centered up to 20 ft from the dragon. The
avoid the victorious gods and their servants. It was venom does 3d4 points of damage, and it blinds
difficult to hide, however, as any report of something victims for 2d20 minutes. A successful Reflex save
even vaguely dragonlike would bring down inconve- (DC 14) halves the damage and negates the blindness
nient mobs of pious would-be dragon-slayers. It was effect. The dragon can attack in such a fashion only
then that one of the most cunning of their number twice before its venom reserves are depleted; it must
devised a clever plan to spread decoys throughout rest for 24 hours before they refill.
the land, in order to hide in plain sight.
Through unknown means, this dragon was
able to reconfigure some of the giant lizards of
the Scarred Lands into mock dragons
cunning facsimiles that look sufficiently con-
vincing to fool most observers. The scales
have taken on the same brilliant hue, the eyes
are the same menacing yellow, but the
creature is a sham.

50
CREATuRE COLLECTION

Dragon, Tar
Gargantuan Dragon (Tar)
Feats: Alertness, Cleave, Endurance, Improved
Hit Dice: 30d12+180 (375 hp) Critical (bite only), Improved Initiative,
Initiative: +3 (-1 Dex, +4 Improved Initiative) Multiattack, Power Attack
Speed: 40 ft., Fly 120 ft. (poor), swim 30 ft. Climate/Terrain: Warm or tropical hills and mountains,
AC: 35 (-4 size, +30 natural, -1 Dex) and underground
Attacks: Bite +38 melee, 2 claws +33 melee; Organization: Solitary (unique)
tail +33 melee; crush +38 melee Challenge Rating: 15
Damage: Bite 2d12+12; claw 2d8+6; Treasure: Quadruple Standard
tail 2d10+20, crush 3d8+18 Alignment: Usually lawful evil
Face/Reach: 20 ft. by 50 ft./15 ft. Advancement Range: 25-28 HD (Huge),
Special Attacks: Breath weapon, frightful presence, 29-35 HD (Gargantuan)
great bite
Special Qualities: Blindsight, darkvision 1,000 ft., damage
reduction 20/+1, immunities, SR 28,
Description
tarred skin Like most other dragons, tar dragons come in
Saves: Fort +22, Ref +15, Will +19 many sizes and ages, but only two have been seen in
Abilities: Str 35, Dex 9, Con 22, the Scarred Lands since the great war. One of these
Int 15, Wis 16, Cha 12 was a fledgling dragon that was slain in its infancy.
Skills: Alchemy +24, Intimidate +32, The only known surviving tar dragon dwells in the
Knowledge (Religion) +18, Knowledge southern portion of Termana. It is known to the wild
(Local) +35, Listen +27, Search +37, natives of the area as Orraganjus, or "Vomit Eater."
Sense Motive +27, Spot +38, Swim +23 The tar dragon is an immense creature of vast
knowledge. He appears to be more stout than most
dragons. His agility seems likewise less than that of
other dragon breeds, but he is by no means clumsy.
The strength he possesses more than compensates for
any deficiencies of speed.

51
CREATuRE COLLECTION

Combat
When the tar dragon hunts, he typically works A Huge victim requires three loads, and a
up a full load of his breath weapon and since the Gargantuan one must be the victim of the full four
location of his lair is unknown, he's likely to be loads. Anything less than the required number of
hunting whenever he's encountered. Therefore, he loads partially captures an opponent that fails its
has enough to capture four medium-sized creatures. save, and a successful Reflex save allows the victim
Although he is a poor flyer, the tar dragon's under- to escape the breath weapon entirely. A tar dragon
sized wings can keep him aloft and out of melee works up one new "load" every second round.
range of his victims until he has immobilized as Frightful Presence (Ex): Merely by raising
many of them as possible with his breath weapon. himself to his full height or by flying overhead, the
Once his foes are captured in his tarry vomit, or once tar dragon can terrify any creature or being (except
his initial supply is exhausted he lands to either other dragons) with less than 31 HD. Victims of this
devour his captured prey or to melee with any attack must make a Will save (DC 30). Creatures
remaining foes. (He exhausts his weapon supply with 6 HD or less who fail must flee at top speed for
after six rounds, since two new loads of vomit build 4d8 rounds, while those with 7 or more HD are
up while he uses the first four.) He targets those foes paralyzed with fear for 4d8 rounds.
who manage to maintain use of their weapons (i.e.,
Great Bite (Ex): Whenever the tar dragon
those whose weapons do not get stuck on his body).
scores a critical hit with its bite attack (critical threat
Since the tar dragon has a mammoth appetite, he
range is 18-20) or merely succeeds with a bite attack
uses his frightful presence only if his foes are
against an immobilized foe, the dragon swallows the
initially too numerous or if the battle has turned
prey whole. (In the latter case, the tar dragon must
against him and he needs an opportunity to retreat.
eat its own vomit as well, hence the translation of its
Breath Weapon (Su): The tar dragon's breath name by the Termana natives). Anyone who is
weapon is literally its vomit, which is can disgorge swallowed must make a Fortitude saving throw (DC
up to 120 feet (horizontally) from itself. This foul- 26) each round against the noxious contents of the
smelling load of bile is inky black and mucilaginous. beast's stomach, lest he black out. The victim is dead
Any victim that fails a Reflex save (DC 33) is stuck and digested in 1d4 hours. The existence of even the
completely within the adhesive puke, and is subject slightest undigested bit allows the victim to be raised
to drowning rules. A victim so caught may attempt a from the dead, but once he is digested completely,
Strength roll (DC 22) to first pull himself part way the victim cannot be recovered.
out, and then another Strength roll (DC 18) to
Tarred Skin (Ex): Bludgeoning and slashing
extricate himself completely. Those who make the
weapons that touch the tar dragon (i.e., succeed at
Reflex save begin partially caught and need only the
hitting at least AC 6 as if it had been a touch attack)
second Strength save to escape.
become stuck in the same sort of tarry substance that
These saving throws assume that the tar dragon
the dragon uses as it's breath weapon. The tar dragon
puts the minimum-required size of discharge on an
keeps itself covered with its own tar. Weapons can
opponent. The dragon may store four "loads" at any
be pulled free only with a Strength roll (DC 16).
one time. One load is required to capture a Medium-
Piercing weapons are not affected.
size opponent or smaller, while a Large opponent
requires two loads.

52
CREATuRE COLLECTION

Dragon (Wrack)
Weapons of the titans, the wrack dragons were Today, those wrack dragons that survive mostly
created to serve their masters as officers and warriors live a quiet or isolated existence. Though they are
in the war against the gods. Few wrack dragons not elementals in a technical sense, they are as much
survived the war or the concerted cleansing opera- forces of natural might as they are living creatures.
tions the gods staged immediately afterward. They need eat only a little to sustain themselves, and
However, those that did are the craftiest of their they neither mate nor age. Wrack dragons are thus an
breed, and many still lead the remnants of the forces ever-diminishing breed, for they were never born,
they once commanded (or the descendents of those and with the death or imprisonment of their creators,
remnants, in the case of more short-lived and prolific there will be no more of them. In a sense, wrack
troops). dragons are already dead.
Wrack dragons are fierce and terrible beasts. All Those that remain are of many minds. While the
have a natural aptitude for magic, and all are clever sea drakes are not stupid, most are too narrow of
and malicious. They are formed from elemental focus to adapt to new existences. They ravage the
wrack natural elements exposed to destructive lands around them because that is their nature. The
energies and imbued with a negative spiritual more powerful drakes are typically more circumspect
resonance. The titans amplified and shaped this in their approach, and many even live undetected.
energy into great, lithe, beasts of war. Some, particularly those created at the end of the
There is more than one sort of wrack dragon. war, are embittered with their creators, who brought
Some were formed from water-wrack, the debris of them into existence to fight a war that was already
the ever-churning ocean filtered and strained and lost and left them to survive at the mercy of hostile
imbued with a primal hate. Poisonous beasts, these gods. They live a furtive existence in the dark places
creatures served as the lieutenants and scouts of the of the world. Others remain loyal, even now, and
titans. Others were formed from fire-wrack; embers, work diligently to rescue their masters. Many of both
ash, burnt bones and tongues of flame. These served types retain command of much-reduced units of
as the officers and the shock troops of the titans. troops. Some still possess the weapons and armor the
Finally, some were made from life-wrack, the titans equipped them with during the war, though by
leavings of the constant struggle for survival. These the end of the struggle, most such gear was of the
are creatures of bleached bones and storm-twisted shoddiest sort; the magic in the equipment has long
tree-limbs, of young animals flash-roasted in grass perished, leaving the dragons with only their
fires and of the withered hate of scrub trees struck by formidable natural weaponry.
desert lightning. These creatures were the magicians,
assassins and advisors of the armies of the titans.

53
CREATuRE COLLECTION

Dragon, Firewrack
Huge (Long) Dragon (Wrack) Anything pulled into contact with their charcoal
Hit Dice: 16d12+96 (200 hp) forms is likely to be burnt, but they are not
Initiative: +4 (Dex) surrounded by a corona of flames nor do their very
Speed: 60 ft., burrow 10 ft. footsteps melt metal and stone.
AC: 32 (+4 Dex, -2 size, +20 natural)
Attacks: crush +27 melee; bite +27 melee Combat
Damage: crush 2d10+13; bite 2d6+13 Firewrack dragons are the thickest and most
Face/Reach: 15 ft. by 15 ft. / 15 ft. heavily built of their kind. They have doglike legs,
Special Attacks: Breath weapon, frightful presence and they use their bulk and burning mass to good
Special Qualities: Immunities, damage reduction 10/+3, advantage in combat. They most commonly smash
SR 15 against or roll over opponents, searing them.
Saves: Fort +16, Ref +14, Will +11 Firewracks typically single out and attempt to
Abilities: Str 36, Dex 18, Con 22, neutralize the most dangerous opponent as quickly as
Int 12, Wis 13, Cha 10
possible, and tend to concentrate on enemy
Skills: Listen +10, Spot +14
magicians, even to the exclusion of equally
Feats: Cleave, Great Cleave, Power Attack,
dangerous warriors. Firewracks almost always use
Climate/Terrain: Caves and volcanic wastelands
their breath weapon in the first round of combat if
Organization: Solitary, Section (2-4)
opponents are within range.
Challenge Rating: 10
Treasure: Standard Breath Weapon (Su): Once every three rounds,
Alignment: Always lawful evil a firewrack may breathe a hideous combination of
Advancement Range: 14-24 HD (Huge) smoke and fire. Composed more of agony and
cruelty than actual heat, this pale but brilliant flame
Description sears all it touches. Against living creatures, it causes
Firewrack dragons were the generals and elite flash burns, peeling skin and illness. Against other
warriors of the armies of the titans. While they ae not objects, it causes scorching and smoldering flames.
as magically adept or clever as their woodwrack Against plants it causes disease, rot and wilting.
cousins, they are larger and more capable in combat. Targets take 9d10 initial damage, plus 1d10 more
Firewrack dragons are great assemblages of coals each hour for 2d6 hours unless they are magically
and charred wood, burnt bones and scorched animals cured of disease. Those who succeed at a Reflex save
killed in forest blazes. They are constantly wreathed (DC 21) take half the initial damage, and those that
in foul smoke, and they glow with dark orange succeed at a Fortitude save (DC19) resist the
radiance. diseased after-effects completely. This gout is a 75-
Fighters to the last, firewrack dragons combine foot-long cone.
the aggressive instincts of the lesser seawrack with a Frightful Presence (Ex): The ghastly presence
keen intellect focussed on finding the most direct of the wrack dragon strikes fear and confusion into
way to the soft underbelly of a problem. Most those who face it. Foes or bystanders within 180 feet
firewracks died in the Divine War, and those that did of the wrack dragon must succeed at a Will save (DC
not were hunted down shortly thereafter how 20) to resist the fear effect generated by the dragon's
many places can a 30-foot-long mass of smoldering unnatural aura. Those who fail the saving throw
timbers and burnt flesh hide? become panicked for 3d6 rounds if
Most of those that do survive less than 3 HD or levels (they flee
exist underground or in blasted the scene), while those of 4 or
volcanic wastelands where their higher HD or levels become shaken
smoldering hides do not betray for 1d6 rounds (-2 to all actions).
them. Immunities (Ex): Firewrack
Firewrack dragons are hot dragons are immune to fire and
to the touch, but not disease.
supernaturally so.

54
CREATuRE COLLECTION

Dragon, Seawrack
Huge (Long) Dragon (Wrack) only social wrack dragons, and many still retain their
Hit Dice: 10d12+40 (105 hp) small-unit command structures from the Titanswar
Initiative: +8 (+4 Dex, +4 Improved Initiative) and are thus found in small groups.
Speed: 60 ft., swim 60 ft.
AC: 28 (+4 Dex, -2 size, +16 Hide) Combat
Attacks: Bite +17 melee, 2 claws +12 melee Seawrack dragons keep their tactics simple
Damage: Bite 1d10+9; claw 2d6+3 attack from ambush, weaken as many foes as
Face/Reach: 10 ft. by 10 ft./15 ft. possible with a breath attack, and then pick the
Special Attacks: Breath weapon, frightful presence remaining ones off, starting with the most dangerous.
Special Qualities: Immunities, damage reduction 8/+2, This doesn't make them stupid, it just means that
SR 12 they're not subtle. A seawrack dragon can easily pick
Saves: Fort +11, Ref +11, Will +8 out a man using magic, can spot officers and can
Abilities: Str 28, Dex 18, Con 18, devise plans that exploit enemies' weaknesses. After
Int 12, Wis 12, Cha 6
all, they are small-unit commanders. Most just don't
Skills: Listen +10, Spot +14
apply themselves to long-term planning for conquest
Feats: Cleave, Improved Initiative, Leadership,
Power Attack
or growth they are content to survive and destroy
Climate/Terrain: Any water, coastal land or swampland what they can. Many seawrack lairs are surrounded
Organization: Solitary, Pair, Group (2-4) by large barren areas, dead zones where the plants
Challenge Rating: 6 are stunted and the water is made undrinkable by the
Treasure: Standard dragon's venom.
Alignment: Always neutral evil Breath Weapon (Su): As often as once every
Advancement Range: 8-14 HD (Huge) five rounds, the seawrack dragon can breathe a chok-
ing cloud of noxious fumes. This cloud is 20 feet in
Description radius and is centered up to 40 feet in front of the
The most common of the wrack-dragon breeds, dragon. Those caught within it must succeed at a
the seawrack is a dangerous opponent, resistant to Fortitude save (DC 16). Those who fail are incapaci-
lesser magic and more than capable of vanquishing a tated with nausea for 1d4+l rounds. Those who
large number of foes. These creatures were the offic- succeed still suffer -3 to attack rolls and must pass a
ers of large units of regular troops, and most have an Concentration check (DC 18) to cast spells for the
instinctual predilection to taking a severe, direct next 1d4+l rounds.
approach to matters. In percentages, few of these Frightful Presence (Ex): The ghastly presence
dragons survived most died fighting the armies of of the wrack dragon strikes fear and confusion into
the gods. However, they vastly outnumbered their those who face it. Foes or bystanders within 180 feet
cousins and remain the most common sort of wrack of the wrack dragon must succeed at a Will save (DC
dragon, even today. 20) to resist the fear effect generated by the dragon's
Seawrack dragons are not sea creatures per se. unnatural aura. Those who fail the saving throw be-
Most prefer dank lakes, bayous and other inland come panicked for 3d6 rounds if less than 3 HD or
waters rich with life. levels (they flee the scene), while those of 4 or
Seawrack dragons are higher HD or levels become
simple creatures, most of which shaken for 1d6 rounds (-2 to all
expended the troops under their actions).
command in short-term Immunities (Ex): Seawrack
campaigning long ago. Those dragons are immune to poison and
that survive do so because they paralysis attacks.
are in isolated or unsettled areas.
Seawrack dragons are the

55
CREATuRE COLLECTION

Dragon, Woodwrack
Huge (Long) Dragon (Wrack) Woodwrack dragons have a natural affinity for
Hit Dice: 18d12+108 (225 hp) animals of all sorts and often use this to their
Initiative: +7 (+3 Dex, +4 Improved Initiative) advantage. When strangers walk within the bounds
Speed: 60 ft., climb 40 ft., fly 90 ft., swim 50 ft. of their woods, they know it, and those hunting for
AC: 29 (+3 Dex, -2 size, +18 natural) the dragon's lair are likely to be ambushed long
Attacks: Bite +26 melee, 4 claws +21 melee before they near their goal.
Damage: Bite 2d10+10; claw 2d6+4
Face/Reach: 10 ft. by 10 ft./15 ft. Combat
Special Attacks: Breath weapon, frightful presence, Woodwrack dragons aren't straight-up fighters,
spells, whirlwind attack preferring to attack from ambush. Most seek to get
Special Qualities: Immunities, damage reduction 8/+3, into the midst of their prey before attacking, either
SR 18
by launching themselves downward from the
Saves: Fort +17, Ref +14, Will +14
treetops (usually carrying those treetops down with
Abilities: Str 30, Dex 16, Con 22,
Int 14, Wis 16, Cha 10
them to clutter the battlefield). If they cannot fly,
Skills: Animal Empathy +14, Concentration
they wait in the contours of the forest floor until their
+18, Hide +16, Knowledge (arcana) +10, targets stand almost on top of them.
Knowledge (history) +5, Listen +14, Once in combat, woodwrack dragons use their
Move Silently +18, Scry +16, Spellcraft speed combined with their spring attack or flyby
+12, Spot +10 attack feats to assault their foes and move away.
Feats: Cleave, Dodge, Expertise, Flyby Attack, They also use magic to assist them in combat. Many
Improved Initiative, Mobility, Power use stealth, combat and manipulation spells as a
Attack, Spring Attack, Whirlwind Attack matter of course, attempting to avoid direct
Climate/Terrain: Woods and Marsh confrontation. Woodwracks also tend to use their
Organization: Solitary breath weapons for indirect attacks rather than for
Challenge Rating: 12 simple damage, sawing down trees with a slash of
Treasure: Standard lighting or igniting blazes with the super-hot air
Alignment: Always neutral evil surrounding the bolt.
Advancement Range: 16-17 HD (Huge), 19-24 HD (Huge)
Breath Weapon (Su): The woodwrack dragon
Description can breathe a crack of lightning as often as once
every five rounds. This is a cylinder 30 feet long by
Lightning fast and deadly, and impossibly
5 feet wide. The breath weapon does 10d10 damage,
stealthy for a creature so huge, the woodwrack
halved if the target succeeds at a Reflex save (DC
dragons were the assassins and magicians of the titan
22).
army. They acted as commanders of detached or
guerrilla troops, and also served as advisors and Spells: As a 12th-level sorcerer.
roaming sorcerers in the service of their more Whirlwind Attack (Ex): The woodwrack
combative firewrack cousins. dragon's whirlwind attack feat consists of two sepa-
Woodwrack dragons prefer to live in forests and rate claw attacks made against every target within
marshes, particularly dark or tropical ones where the creature's 15-foot reach.
they are closest to the forces Frightful Presence (Ex): The
from which they were birthed. ghastly presence of the wrack
While woodwrack drakes were dragon strikes fear and confusion
never terribly common, a into those who face it. Foes or
greater percentage have bystanders within 180 feet of the
survived the years since the war wrack dragon must succeed at a
than have other forms of Will save (DC 20) to resist the fear
wracks. More flexible in their effect generated by the dragon's
thinking and more circumspect unnatural aura. Those who fail the
in their behavior, as well as saving throw become panicked for
naturally stealthy, many 3d6 rounds if less than 3 HD or
woodwrack dragons lurk quietly levels (they flee the scene), while
in forgotten places, pursuing those of 4 or higher HD or levels
whatever long-term plans they become shaken for 1d6 rounds (-2
have developed in the years to all actions).
since the titans' final defeat.
Immunities (Ex): Wood-wrack
dragons are immune to electrical
attacks.

56
CREATuRE COLLECTION

Dragonman
Medium-size Humanoid As a result, dragonmen almost always keep their
Hit Dice: 8d8+27 (63 hp) true nature a secret. They keep very few friends, and
Initiative: +5 (+1 Dex, +4 Improved Initiative) avoid society's mainstream (under most
Speed: 40 ft. circumstances).
AC: 21 (+1 Dex, +10 natural)
Attacks: Fists +12 melee, or by weapon type Combat
Damage: Fists 1d4+4 Dragonmen fight depending upon what martial
Face/Reach: 5 ft. by 5 ft./5 ft. prowess they've learned in their lifetimes. They can
Special Attacks: Imposing presence study any trade, so some are warriors, some are
Special Qualities: Immunities, damage reduction 5/, clerics, others sorcerers and still others are bakers.
SR 16
Imposing Presence (Ex): A dragonman can
Saves: Fort +5, Ref +3, Will +10
draw himself up and unsettle his foe. Any the
Abilities: Str 19, Dex 12, Con 17,
Int 16, Wis 15, Cha 16 creature of 8 or fewer HD and within 30 feet of the
Skills: Listen +10, Spot +15 dragonman is susceptible to this effect. Any creature
Feats: Alertness, Improved Initiative, Iron Will, must succeed at a Will save (DC 18) to avoid the fear
Toughness effect. Upon failure, a creature is shaken for 2d6
Climate/Terrain: Any rounds, performing all actions with a -2 modifier on
Organization: Solitary the roll.
Challenge Rating: 10 Immunities (Ex): Dragonmen gain +10 on their
Treasure: Double Standard saves against sleep and paralysis effects. They take
Alignment: Any (but usually determined half damage from attacks to which their parent
by dragon type) dragon is immune.
Advancement Range: By class or 8-12 HD (Medium-size)
Heightened Senses (Ex): A
Description dragonman sees twice as well as a
human in all conditions (regular and
There are rumors that occasionally, rarely in low light).
truth, a dragon adopts the guise of a mortal human
and lives out a lifetime among men. This possibility,
and the reasons behind it, is debated constantly.
However, if it is true, then it would explain the exist-
ence of dragonmen. A dragonman is the offspring of
a dragon and a human, presumably conceived
while the dragon was guised in human form.
Dragonmen can live harmoniously
within human society and pursue any
number of careers. They are highly prized
by wizards for research purposes, and
many powerful wizards would pay
handsomely to have a living, breathing
dragonman at their disposal.
Dragonmen can live several human
lifespans and never quite feel comfortable
in human society. Likewise, dragon
society is more or less closed to them.

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CREATuRE COLLECTION

Dread Raven
Small Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +3 (Dex)
Speed: 10 ft., fly 80 ft.
AC: 16 (+1 size, +3 Dex, +2 natural)
Attacks: Peck +1 melee and 2 talons +0 melee
Damage: Peck 1d4; talons 1d3
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Keen senses
Saves: Fort +1, Ref +6, Will +2
Abilities: Str 7, Dex 17, Con 12,
Int 10, Wis 14, Cha 7
Skills: Hide +7, Listen +3, Read Lips +6,
Spot +6
Feats: None
Climate/Terrain: Temperate and cold woods,
hills or barrens
Organization: Flock (1d6)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral evil
Advancement Range: None

Description
Particularly intelligent and nasty, dread ravens
gather like plagues in places of blight, warfare and
devastation. Larger and more intelligent than their
more common kin, dread ravens pose a threat to
travelers because of their appetite for flesh and be-
cause they are often trained to serve as spies for evil
Combat
humanoids, sorcerers and overlords. Dread ravens are scavengers more so than hunt-
Dread ravens are similar to sentry crows; both ers. They seek to prey upon those who have already
are inclined to deal with the people of the world. fallen, the more tender the flesh the better (thus their
However, somewhere along the line, dread ravens preference for the remains of children, women and
took a dark turn, perhaps as a result of training by sheltered lords). If starving, they will seek to snatch
malicious or abusive masters. Perhaps King Virduk small children from their parents and peck their
of Calastia contributed to this unfortunate victims apart in sheltered roosts.
development; he is said to have become obsessed Spells: A dread raven can cast spells as a third-
with bird-sentries after his defeat of the dwarves at level sorcerer. Each dread raven has its own selection
Iron Tooth Pass. of individual spells; "pecking order" in a dread-raven
Dread ravens look much like dire ravens flock often depends upon which bird has the most
huge black birds, three feet in length, with a deadly and useful spells.
correspondingly large wingspan. They have orange- Keen Senses (Ex): A dread raven gains a +6
yellow beaks and a definite cast of intelligence to bonus to Spot checks in daylight.
their eyes.

58
CREATuRE COLLECTION

Dream Snake
Tiny Magical Beast Etherealness (Ex): A dream snake lives its life
Hit Dice: 2d10-2 (9 hp) in the Ethereal Plane. While there, anyone in the
Initiative: +3 (Dex) Material Plane cannot harm the dream snake (except
Speed: 20 Ft. with force magic, gaze attacks, and a few other
AC: 16 (+2 size, +3 Dex, +1 natural) exceptions. The dream snake cannot affect creatures
Attacks: Bite +0 melee
Damage: Bite 1d4
on the Material Plane except through dream magic
Face/Reach: 2.5 ft. by 2.5 ft./0 ft. such as its coma power below.
Special Attacks: Coma, energy drain Coma (Su): The dream snake may only use
Special Qualities: Etherealness coma on a single living, sleeping target. If the victim
Saves: Fort +2, Ref +3, Will +1 fails a Will save (DC 18), then the dream snake has
Abilities: Str 3, Dex 16, Con 9, successfully brought the victim's sleeping spirit
Int 2, Wis 12, Cha 4
across to the Ethereal Plane, however the victim
Skills: Hide +12, Listen +5, Move Silently +16,
Spot +9 remains in a coma-like, deep sleep while the dream
Feats: Dodge snake proceeds to feast on the victim's life force. In
Climate/Terrain: Any this state, the victim appears to others on the
Organization: Solitary or pair Material Plane as if he is suffering a horrid
Challenge Rating: 3 nightmare as he clutches his throat as if choking
Treasure: Standard while still sleeping. The victim cannot be awoken
Alignment: Always neutral from the coma except by dispelling the magic of the
Advancement Range: 2-3 HD (Tiny); 4-6 HD (Small) coma effect, which returns the victim's spirit to his
Description body on the Material Plane; the victim can then be
woken normally.
These monsters hide in the Ethereal Plane and On a successful saving throw, the target still
consume sleeping creatures' energy. They care not enters the Ethereal Plane, but is lucidly dreaming and
for a victim's physical remains, leaving them for has control of his dream self. He may combat the
scavengers. dream snake (which is probably wrapped around his
Dream snakes are typically found near large throat) as one ethereal creature fighting another. The
concentrations of living beings. Dream snakes find victim's dream self is treated as having all of his
creatures with strong life forces most appealing. A normal statistics but no gear or equipment. The
rat is but a snack, while a horse offers a feast. The victim may try to awaken himself (Will save at DC
serpents find human-like intellect and willpower to 13) and thereby leave the Ethereal Plane altogether,
be great delicacies, making wizards and clerics their or his sleeping body may be wakened normally by
primary targets. others in the Material Plane.
A dream snake looks little different from a mun-
Energy Drain (Ex): The bite of the dream
dane asp, if one can see it at all. An adult is roughly
snake inflicts one negative level per bite. A victim of
three feet long and two inches in diameter. It has
energy drain dies once she has as many negative
black and bright-blue banding, and a flat head. The
levels as HD. Each negative level suffered by a
serpent cannot normally be seen on the Material
victim imposes penalties: -1 penalty on attack rolls,
Plane. Spells or abilities that pierce the Ethereal
ability rolls, saving throws, skill rolls and on
Plane or use of magic detection spells reveal the
effective level. A spell-caster also loses a single spell
dream snake as a smoky, translucent shape. In
as if she had cast her highest level currently
dreams or on the Ethereal Plane, the monster looks
memorized spell. The serpent gains 5 temporary hit
completely solid and can be interacted with
points from each negative level it inflicts. See other
normally.
rulebooks for details on regaining negative levels.
Combat
A dream snake only attacks a victim in whom it
has induced a coma. Whether this state makes the
victim's energy more appealing or simply makes for
an easier target is unknown. From the Ethereal Plane,
the dream snake follows its Material Plane target
until it lies down to sleep. Then, the snake coils
ethereally around the target's neck, uses its coma
inducing power and attaches its open mouth to the
victim's own. It then feeds on the target's life energy
until the victim dies, the snake is forced to flee or the
snake is killed.

59
CREATuRE COLLECTION

Drendari
Demigoddess of Shadow
Medium-size Outsider (Avatar) to pray and make sacrifice to her before they
Hit Dice: 35d8+140 (297 hp) embarked upon a job. Sample stories tell of the hero
Initiative: +17 (+13 Dex, +4 Improved Initiative) trapped in a necromancer's crypt as he trips the alarm
Speed: 40 ft. by taking the necromancer's black opal from its
AC: 38 (+13 Dex, +15 natural) protective housing. Just as deathly terrors close in on
Attacks: Sword of Shadow the hero, he hears Drenari's silver bell laughter and is
+32/+27/+22/+17/+12 melee whisked away by walking the shadows with his
Damage: Sword of Shadow 1d6+7 goddess. Some tales of intervention also say that
Face/Reach: 5 ft. by 5 ft./5 ft. Drendari takes too much liking to some few thieves
Special Attacks: Charming song, rogue abilities, spells, and steals them away with her into the
spell-like abilities realm of shadow. Most of the subjects
Special Qualities: Avatar, damage reduction 20/+3, keen of these stories are never seen
senses, shadowcloak, SR 28
again, but some do return to
Saves: Fort +22, Ref +31, Will +25
the physical world. If
Abilities: Str 16, Dex 36, Con 18,
they do return,
Int 22, Wis 24, Cha 35
Skills: Appraise +25, Balance +36, Bluff +37,
though, they pine
Climb +33, Concentration +37, endlessly for their
Decipher Script +34, Disable Device goddess' touch, trying
+35, Disguise +31, Escape Artist +37, in vain to recreate the
Forgery +30, Hide +47, Innuendo +22, sound of her laughter
Intimidate +28, Knowledge (arcana) or picture her face
+23, Knowledge (geography) +24, again.
Knowledge (history) +27, Knowledge Thieves who pray to
(planes) +27, Knowledge (religion) Drendari regularly receive
+34, Listen +33, Move Silently +37,
Open Lock +27, Perform +26, Pick
a +2 bonus to Hide as
Pocket +32, Read Lips +25, Scry +20, shadows seem to stretch from
Search +28, Sense Motive +14, the walls to embrace the
Spellcraft +17, Spot +34, Swim +19, thief. Thieves who worship
Tumble +30, Use Magic Device +23 Drendari and are
Feats: Ambidexterity, Blindsight, Combat particularly adept at
Casting, Dodge, Improved Critical, hiding amid shadows
Improved Initiative, Silent Spell, (rolling Hide skill
Spring Attack, Still Spell check totals of 35 or
Climate/Terrain: Any higher) can hear her
Organization: Solitary (unique) acknowledge their
Challenge Rating: 16 presence while in
Treasure: Standard her realm. Her
Alignment: Always chaotic neutral carefree laughter
Advancement Range: None
and her beautiful
Description voice soothe the
properly pious
Daughter of Enkili and a siren, Drendari is a thief,
minor demigoddess in the pantheon of the Scarred although
Lands. She holds dominion over shadow, and rogues such sounds
of all races revere her. Since her patronage is small are
and secretive, few Scarred Lands myths even men- apparent
tion her. Those legends that do contain some exploit to no one
of Drendari are usually one of two types. First, being else.
the daughter of the trickster god, Drendari myths
often feature her pitting Madriel (goddess of light)
and Belsameth (goddess of darkness) against one
another with the goddess of shadow coming out the
better for her trickery.
The second style of story, told among
thieves, shows Drendari intervening to
aid those robbers who were wise enough

60
CREATuRE COLLECTION

Male thieves (with high Charisma scores) who Charming Song (Su): True to her mother's lin-
get such acknowledgements may experience her eage, Drendari's voice can charm any male humanoid
presence even more intimately. Some claim to feel that hears it. All victims who hear her song may
her fleeting touch or a quick caress. Others hear their attempt a Will saving throw (DC 18) to resist the
name called out amid the laughter or even feel her charm.
hands about them, gently pulling them deeper into Keen Senses (Ex): Drendari has darkvision up
the shadows. to 200 feet. She may also see invisible and ethereal
When Drendari cares to take an active role in the creatures.
physical plane, she either aids her worshippers
Rogue Abilities: Drendari possess all the rogue
directly the rare time it meets her whim to do so
class special abilities. She can be treated as a 35th-
or plays out some deceitful game by meddling in
level rogue.
the affairs of some other deity's mortal province.
Shadowcloak (Ex): As a free action, Drendari
Combat may wrap herself in supernatural shadow, hiding her
When Drendari does manifest her avatar in the from all forms of sight. She is effectively treated as
physical plane, she uses her Shadowcloak ability to being invisible whenever she likes. Divine spells that
remain unseen. She usually refuses confrontation and create light or darkness may counter the
simply uses her spell-like abilities to walk through Shadowcloak effect for 1d4 rounds.
shadows to escape. If she does engage in combat, it Spells: Drendari uses magic as a 12th-level
is through the use of her spells and sneak attacks cleric and a 16th-level sorcerer.
with her Sword of Shadow. Spell-like Abilities: Drendari may use any spell
Avatar: The statistics provided are merely for whose name contains the word "shadow" or "shade,"
the avatar image Drendari may project into the or other spells whose main function deals with
physical plane. The demigoddess' actual statistics are shadow, an unlimited number of times per day, no
dramatically higher on her own plane. If her avatar is more than once per round.
destroyed on the physical plane, she cannot form Sword of Shadow: The wielder of this +4 short
another one for 1d4 months. If her avatar is sword may strike at any single opponent within 60
somehow imprisoned, then she is trapped from feet if the opponent is casting a discernable shadow
appearing elsewhere on any plane, and her father or if there is some other shadow within five feet of
Enkili will be pissed off at anyone responsible. the opponent. The wielder must also be in shadow or
Avatars are not affected by critical hits, death casting a discernable shadow to use this ability. As
from massive injury, poison, paralysis, sleep, disease the strike is essentially made through a mystical
or any attack that must target a living subject. bridge between the wielder's and the opponent's
Blindsight (Ex): Unless an area is in absolute shadows, the opponent is considered flanked by the
light or darkness, Drendari can sense her surround- shadow strike unless he actively defends against at-
ings through communion with the shadows. tacks coming from nearby shadows.

61
CREATuRE COLLECTION

Drowned Lady
Tiny Animal
Hit Dice: 1d8-1 (3 hp)
Initiative: +0
Speed: Swim 90 ft.
AC: 12 (+2 size)
Attacks: Envelop +3 melee
Damage: Special
Face/Reach: 2.5 ft. by 25 ft./0 ft.
Special Attacks: Envelop
Special Qualities: None
Saves: Fort +1, Ref +0, Will -1
Abilities: Str 10, Dex 10, Con 9,
Int , Wis 9, Cha 4
Skills: Listen +3, Spot +1
Feats: None
Climate/Terrain: Freshwater lakes or rivers
Organization: School (1-6)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Always neutral
Advancement Range: 1-2 HD (Tiny)

Description
The drowned lady is a moderately sized fresh-
water fish that appears tall and thin when its bladders
are empty. The fish has a large mouth that can
expand horizontally to fit around an object as much
as a third larger than the fish itself. The fish is a dark,
grayish-brown in color, a natural camouflage that
helps it blend in with the muddy river floor. Combat
The drowned lady is an unusual creature that The drowned lady's method of attack is almost
lingers in the water's depths, constantly eyeing the entirely passive, with it acting as a millstone and
brighter depths above for movement and likely prey. dragging a victim to a watery grave. Its jaws are
When a fish or even a swimmer passes over- mostly cartilage, making them elastic, very strong
head, the drowned lady rises from the depths and and very difficult to remove once they have closed
locks its jaws around the victim. Once it has envel- around a hand or foot. To make matters worse, a
oped part of its prey, the fish sucks water into five thrashing victim often attracts other drowned ladies
bladders located around its body, swelling it into a in the area, hoping for a meal of their own.
large, ovoid shape and consequently increasing its
weight. Then the drowned lady sinks back to the Envelop (Ex): If a drowned lady successfully
river floor, pulling its victim along with it. It sits hits its target, it automatically swallows or envelops
there for days, slowly digesting its meal. a larger creature's hand or foot. The victim must then
Drowned ladies are favorites of nobles whose make a Swim check (DC 16) each turn to stay above
strongholds incorporate moats or lakes as part of water. A drowned lady's grip is very elastic and
their defenses. The fish eagerly attacks swimmers as strong, requiring a Strength roll with a DC of 20 to
well as other fish, making the waters hazardous for dislodge the fish while it lives.
attackers or potential escapees.

62
CREATuRE COLLECTION

Dune Delver
Large (Long) Beast
Hit Dice: 10d10+20 (75 hp)
Initiative: +0
Speed: Burrows 40 ft.
AC: 15 (-1 size, +6 natural)
Attacks: Bite +11 melee
Damage: Bite 1d10+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Feeding tubes
Special Qualities: None
Saves: Fort +5, Ref +0, Will -1
Abilities: Str 15, Dex 11, Con 15,
Int -, Wis 5, Cha 5
Skills: Listen +15
Feats: Alertness, Blind Fighting
Climate/Terrain: Desert
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement Range: 8-12 HD (Large)

Description
Desert nomads share horrific tales around the
campfire of the strange and terrifying dune delver, a somewhat less accurate. Generally, the delver does
rarely seen creature that escapes the blistering desert not use more than two of its feeding tubes to try and
heat by burrowing deep under the sand and sending grab victims; if sorely pressed, the creature tries to
thick, tentacle-like feeding tubes to the surface to lie maneuver its prey so as to place them directly over
in wait for passing prey. one of the two "reserve" mouths and take them by
The dune delver's actual body is a spherical surprise. As long as the delver senses vibrations in
mass of muscle and cartilage almost 10 feet across, the sand, it keeps trying to swallow whatever is up
with broad, blade-like "flippers" set equidistantly there. The only way to kill a delver is to dig up its
around its body to both help it move through the body some 20 feet beneath the sand or feed it
sand and to anchor it when hunting for food. When something lethal such as iron spikes or burning oil
disturbed, the delver extends four tentacle-like (and even that may take some time).
feeding tubes, each tipped with a large, bulb-like Feeding Tubes (Ex): The dune delver's mouth-
mouth filled with curved teeth that help it grab and tipped feeding tubes are capable of grabbing and
swallow prey. swallowing a man-sized target in a single action. If
Dune delvers are voracious and not very the delver scores a hit in combat, one of its mouths
intelligent, and they attack anything that creates has successfully grabbed a victim. If the roll causes a
enough vibrations in the sand above their bodies. critical hit, the target is swallowed automatically. If
Anything larger than a small lizard causes one or not, the victim is allowed to roll a Reflex save (DC
more of the mouths to explode upward from just 16) to avoid being sucked into the tube. Victims can
beneath the surface, in an attempt to grab the victim attempt to cut their way out of a feeding tube, but
and swallow it. Anything pulled into the delver's cannot use anything larger than a dagger and must
mouth is swallowed automatically, whether it's sand, inflict more than 15 points of damage within three
people or burning torches. rounds or it's too late. Each feeding tube can with-

Combat
stand 40 hit points of damage from external attacks
before it's severed.
The dune delver's senses for detecting prey are
acute, but its ability to bite and swallow victims is

63
CREATuRE COLLECTION

Dwarf, Forsaken
Medium-sized Humanoid Description
Hit Dice: 1d8+1 (5 hp) Forsaken dwarves are an evil race of dwarves
Initiative: +0 living within Krakadm, the largest of the Kelder
Speed: 15 Mountains. Territorial in the extreme, the dwarves often
AC: 14 (+4 scale mail) kill trespassers on their divine mountain and mutilate
Attacks: Warhammer +0 melee; their bodies, then leave the corpses to rot on long pikes
repeating crossbow +0 ranged overlooking the Kelder Mountains' many passes as a
Damage: Warhammer 1d8+1; warning to others. Though relatively recent immigrants
repeating crossbow 1d8 to the region, having moved there since their own realm
Face/Reach: 5 ft. by 5 ft./5 ft. in the World's End Mountains was destroyed during the
Special Attacks: Dwarven traits Divine War, the dwarves have spent the last century
Special Qualities: Dwarven traits
and a half carving an enormous kingdom from the
Saves: Fort +3, Ref +0, Will +0
living rock of Krakadm.
Abilities: Str 11, Dex 10, Con 13,
It is said that the forsaken dwarves were not always
Int 10, Wis 10, Cha 8
so malicious. Before moving to the Kelder Mountains,
Skills: Craft: Trapmaking +4, Listen +1,
Spot +1 the forsaken dwarves were a good and just people.
Feats: Exotic Weapon Proficiency Many believe that the hardships experienced in the
(Repeating Crossbow) Divine War the hundreds dead, the loss of their
Climate/Terrain: Mountains and underground ancient kingdom and the long trek to their new home
Organization: Solitary, pair, group (5-8) or band (10- scarred the dwarves' souls as much as it did the lands to
100 forsaken dwarves, plus 1 leader of which they are tied. Others, primarily forsaken elves,
4th to 6th level and 1 cleric of 3rd to 5th whisper that the dwarves' change in demeanor has a
level) much darker origin, one inexorably tied to the dark
Challenge Rating: 1/2 influence of something that dwells within Krakadm
Treasure: Double Standard itself.
Alignment: Usually lawful evil Forsaken dwarves appear much like their more
Advancement Rate: By character class kindly brethren. Standing between four and four and
one half feet in height, they are extremely stocky,
making their weight comparable to that of an average
human. Hair color ranges from blond to black, though
forsaken dwarves invariably go gray early in life. The
main differences between forsaken and regular dwarves
are the forsaken's wan and gaunt faces, their nasty
dispositions and their shortened lifespans; few live
more than 200 years.
Forsaken dwarves speak the Dwarven tongue and
many also speak Elven and the language of the riders of
the Kelder Steppes, their closest human neighbors.

Forsaken Dwarf Characters


The majority of forsaken dwarves are fighters
(their preferred class), though clerics and multiclass
fighter/clerics are not uncommon. Forsaken dwarf
clerics may choose two of the following domains:
Chaos, Destruction and Earth. Very few forsaken
dwarf rogues exist, and those that do are typically
scouts and spies. Forsaken dwarf spellcasters are
practically unheard of.

Combat
The forsaken dwarves seldom venture forth from
their underground homes, thus, they've become quite
adept tunnel fighters. Forsaken dwarves are expert
trap-makers, often setting deadfalls or collapsing
tunnels on intruders. Invariably, their tunnel fighters
strike in ambush from secure position, first riddling
their victims with crossbow bolts and then closing to
finish the survivors with their mighty warhammers.

64
CREATuRE COLLECTION

Dwarf Hound
Medium-size Animal The dogs have short coats ranging in color from
Hit Dice: 5d8+25 (47 hp) coal black to a reddish-gold and have large, golden
Initiative: +4 (Improved Initiative) eyes. They have been bred for great intelligence, and
Speed: 80 ft. miners often use the dogs to sniff out veins of ore
AC: 12 (+2 natural) deep within the mountains. When it scents a vein, it
Attacks: Bite +8 melee lets loose with a thunderclap bark that echoes for
Damage: Bite 1d10+3 miles through underground tunnels (an attribute that
Face/Reach: 5 ft. by 5 ft./5 ft. makes them amazing watchdogs as well) How the
Special Attacks: Deafening bark animals actually smell gold and the like is a mystery
Special Qualities: Darkvision 60ft., Immunities to human trainers and is a secret the dwarves prefer
Saves: Fort +6, Ref +0, Will +0 to keep to themselves. Dwarves are happy to sell
Abilities: Str 16, Dex 11, Con 20, puppies to human trainers, but they are always very
Int 4, Wis 8, Cha 8 expensive, and the dogs are never happy outside
Skills: Intimidate +5, Intuit Direction +5, close passages and dim lighting. For this reason, they
Listen +5, Spot +5 are rarely seen in human lands except as watchdogs
Feats: Improved Bull Rush, Improved Critical, in some wealthy lord's castle.
Improved Initiative
Climate/Terrain:
Organization:
Subterranean caverns, castles
Solitary or trained packs (2-4)
Combat
A dwarf hound's loud bark is indeed worse than
Challenge Rating: 3
Treasure: None
its bite. The hounds are utterly fearless in defense of
Alignment: Always neutral
their masters and don't back down from any attacker,
Advancement Range: 3-6 HD (Medium-size) no matter how large or dangerous. Once they attack a
target, nothing can deter them except death.
Description Immunities (Ex): Dwarf hounds are immune to
Legends say that the first dwarven hounds were fear, sleep and paralysis attacks, as well as subdual
a dozen prize mastiffs presented to the dwarf King damage.
Thorvann by the human King of Darakeene as Deafening Bark (Ex): When in battle, a dwarf
a gesture of gratitude for dwarven aid hound barks constantly. The pure volume of the
against the goblin invasions. It's not bark can confuse or even stun foes.
likely that the human king expected Opponents within 60 feet in an enclosed
the dour dwarves to do much area or 20 feet in an open area must
with the gift, but the dwarven make a Will save (DC 16) or be
king surprisingly fell in love disoriented. In an enclosed
with the dogs and began area, a failed save means the
breeding them in his foe is unable to move or attack
underground halls. The breed that that round while success means
resulted was nothing less than movement at 1/2 speed and
extraordinary, a magical mixture attacks at -4 are possible. In an
of canine loyalty and strength open area, a failed save means -
combined with the dwarven passion 4 to hit while a successful save
for deep, dark places and veins of reduces this modifier to -2.
glittering ore. Dwarves used to fighting near
Dwarf hounds are short these hounds make their Will
and broad, possessed of save at DC 12 with failure
enormous strength and stamina. They being the equivalent of a
are not swift runners, but they can fit through even success for others and success meaning no effect.
the narrowest passages and lope along with their
masters at a tireless trot.

65
CREATuRE COLLECTION

Dweller at the Crossroads


Medium-size Outsider (Evil) Many travelers make the deal, believing that
Hit Dice: 8d8+40 (76 hp) they can cheat the hooded stranger, but their efforts
Initiative: +5 (Dex) always end in tragedy, the stuff of bardic legend.
Speed: 60 ft.
AC: 22 (+5 Dex, +7 natural) Combat
Attacks: None The dweller at the crossroads reaps a harvest of
Damage: None human souls by fulfilling any mortal's fondest wish.
Face/Reach: 5 ft. by 5 ft./5 ft. This wish must relate to a mortal's immediate need
Special Attacks: None or must be crucial to allowing her to complete a
Special Qualities: Wish, vanish, SR 20, damage reduction quest that she currently undertakes. The dweller
15/+2, outsider appears only to people when they are in great need,
Saves: Fort +11, Ref +11, Will +10 so the temptation is usually fierce. But, as always,
Abilities: Str 19, Dex 20, Con 20, there is a price, seemingly in proportion to the wish
Int 20, Wis 19, Cha 18
that's granted. For example, a questing knight might
Skills: Bluff +11, Diplomacy +11, Innuendo
+11, Intimidate + 11, Listen +11, Sense
seek a weapon to slay a mighty creature; the dweller
Motive +11, Spot +11 presents the knight with a sword, but it turns out to
Feats: None be subtly cursed, so that once the knight's foe has
Climate/Terrain: Any crossroads died he must then go on to kill someone every night.
Organization: Unique Or a peasant suffering under the reign of a terrible
Challenge Rating: 6 lord might wish for the tyrant's death only to
Treasure: None find himself put in the tyrant's place, completely
Alignment: Always neutral evil incapable of the task set before him and hated
Advancement Range: None just as badly by the rest of the populace.
Whatever its motives, the goal of the dweller
Description is corruption and misery to any who accept
Many legends portray crossroads as its offer. Anyone foolish enough to try
places of fateful meetings and and attack the dweller is left holding
supernatural encounters. It's said that empty air, as the mysterious entity
if a man wants something more than vanishes into the darkness.
his very soul, he can find it at the Wish (Su): The dweller at the
crossroads at midnight. crossroads can fulfill a single wish
No one knows who or what the for a single mortal once per night.
dweller at the crossroads may be; This wish is dependent on
most believe it to be a kind of conditions set by the dweller in the
demon, while others think it is manner of a bargain with the mortal
merely one more incarnation of in question.
Enkili, the trickster god. Regardless, Vanish (Su): If attacked, the
a traveler on a quest who pauses at a dweller can disappear into the dark-
crossroads at midnight is likely to ness but cannot return to the mortal
meet a stranger in a flowing black plane until the following night.
cloak, his face concealed in the depths
Outsider: The dweller is im-
of a dark hood. He offers the traveler
mune to poison, disease, paralysis,
his heart's desire, but there's always a
mind-influencing effects, and any
price to be paid, sooner or later.
form of attack which requires a living
target.

66
CREATuRE COLLECTION

Ebon Eel
Medium-size Animal Ebon eels are absolutely fearless and extremely
Hit Dice: 3d8 (13 hp) territorial; any creature that enters its territory is
Initiative: +3 (Dex) attacked without hesitation.
Speed: Swim 60 ft.
AC: 13 (+3 Dex) Combat
Attacks: Bite +5 melee Unless an unlucky creature sticks its face or
Damage: Bite 1d8+2 hand into the eel's hiding place, its normal method of
Face/Reach: 5 ft. by 5 ft./5 ft. attack is to spend up to a minute lying in wait and
Special Attacks: Blinding spray pumping its blindness-producing toxin into the sur-
Special Qualities: None rounding water. When the victim begins to thrash
Saves: Fort +0, Ref +3, Will +0 and churn the water, the creature strikes, darting in to
Abilities: Str 15, Dex 17, Con 10, bite deeply and then swimming away again.
Int 1, Wis 6, Cha 4
Skills: None Blinding Spray (Ex): The ebon eel initiates its
Feats: Cleave, Power Attack attack by exuding a chemical irritant into the water
Climate/Terrain: Shallow saltwater coastlines that causes pain and swelling in a victim's eyes. Indi-
Organization: Solitary viduals within 10 feet of the eel must make a
Challenge Rating: 1 Fortitude save (DC 17) or be blinded for 1d6
Treasure: Standard minutes. This roll must be made each turn for
Alignment: Always neutral unaffected creatures within 10 feet of the eel as long
Advancement Range: 2-6 HD (Medium-size) as it is still alive.

Description
The ebon eel is a voracious and territorial preda-
tor that favors shallow-water caves and the wrecks of
sailing ships, lying in wait to dart out and trap
unwary passersby in its powerful jaws. The eel can
reach up to nine feet in length and is colored a deep
cobalt blue. Its long snout is filled with a double row
of razor-sharp triangular teeth.
This species of salt-water eel is famous for its
attacks on swimmers and treasure divers in the
wreck-strewn waters of the Liars' Sound in southern
Ghelspad, sometimes lurking within split-open trea-
sure chests or within the hollows of a suit of
ceremonial armor. The eel attacks its victims by
exuding an amber-tinted cloud of liquid from pores
around its head that spreads quickly through the
water and attacks the prey's eyes, causing them to
swell shut. Thus blinded, the victim is an easy meal
for the predator's lightning speed and powerful jaws.

67
CREATuRE COLLECTION

Elf, Forsaken
Medium-Size Humanoid Those that remain today are those that can
Hit Dice: 1d8-1 (3 hp) remember the Divine War there hasn't been a
Initiative: +1 (Dex) forsaken elf born healthy in the last 150 years.
Speed: 30 ft. Forsaken elves are humanoids with pale skin,
AC: 16 (+1 Dex, +5 chain mail) long pointed ears, large eyes and long spindly limbs.
Attacks: Rapier +0 melee; longbow +2 ranged Their eyes are black with brightly colored irises.
Damage: Rapier 1d6-1; arrow 1d8 They wear ornate clothing of surpassing beauty, full
Face/Reach: 5 ft. by 5 ft./5 ft. of intricacies that the elves themselves find beautiful
Special Qualities: Elven traits but most other races find overly busy. Elven
Saves: Fort +1, Ref +1, Will +0 weapons are delicate but strong, forged by the finest
Abilities: Str 9, Dex 13, Con 8, craftsman to be as beautiful as they are deadly.
Int 11, Wis 10, Cha 13 Forsaken elves speak Elven. Many also speak
Skills: Hide +3, Listen +4, Move Silently +3, the languages of other races.
Search +4, Spot +4 Forsaken elf settlements are clustered on the
Feats: Dodge, Point Blank Shot edge of the plains humans have re-named Virduk's
Climate/Terrain: Any land Promise, Before the Divine War, the elves had a
Organization: Solitary, squad (6-10), war band (21-40), more organized structure under a single king, but
village (10-100), city (30-300)
with the decimation of the race, the kingdom has
Challenge Rating: 1/2
degenerated into its current state of disarray. Those
Treasure: Standard
visiting one of these surviving settlements will find
Alignment: Usually chaotic neutral
some of the finest, most ornate architecture in the
Advancement Rate: By character class
Scarred Lands.
Description
Another casualty of the Divine
War, the forsaken elves are a mere shell
of their former selves. When the gods
rose against the Titans, these elves of
the western plains of Termana battled
alongside a demi-god particularly
beloved by them, only to watch horri-
fied as their patron was betrayed by one
of his own divine servants and slain by
the Titan Chern. Maddened by the loss,
the furious elves fell upon Chern and
helped bring the haughty Titan down. It
was a pyrrhic victory, however, as well
over half their number was slain during
the conflict. As if that were not enough,
it became evident after the war that their
race, previously blessed with the near
immortality of other elves, had been
infected with the curse of death that
other races lived under, and most of
their already rare children were born
malformed or dead. Thus, while still
longer-lived than a man, the forsaken
elves are a race in steady decline.

68
CREATuRE COLLECTION

However, those with the ability to see through nates are viewed as halfbreeds by both of their parent
illusions will find that many of these great structures races. To the humans, they are the end product of an
are little more than crumbling ruins, their appearance ongoing campaign of kidnapping and rape perpe-
shored up by magic. Also, many buildings stand trated on their kind. To the elves, half-elven vitality
abandoned, their inhabitants either having died in the merely points out the elves' own weakness and the
war of the gods or since. Amphitheaters that once depths to which they have been driven. Viewed
echoed with the joyful songs of elven bards are now objectively, however, half-elves combine some of
silent. Temples to dead gods lie as forsaken as the the best of the two races characteristics.
elves themselves, their only inhabitants doleful Typical half-elf stats are: Str 10, Dex 11, Con
priests who outlived the beings they worshipped. 10, Int 11, Wis 10, Cha 11. Half-elves of the Scarred
Lands possess the usual half-elven special qualities.
Changelings
As a result of their steady decline and few viable Forsaken Elf Characters
births, forsaken elves have taken to stealing the Forsaken elves favor multiclass fighters; leaders
young of their more vital human neighbors. These tend to be fighter/wizards. Illusionists and enchanters
babes (usually female) are taken to be used as slaves are more popular than actual wizards among those
and, when they reach maturity, mothers, through spellcasters who aren't also fighters. Forsaken clerics
whom the elves hope to reinvigorate their race. still venerate their fallen god, but with only their own
(Often, these humans are returned to human lands faith to empower them, they may only cast 1st and
decades later, as elderly, burned-out husks incapable 2nd level spells from the following domains: Chaos,
of relating to their own kind.) In their place, the elves Knowledge, Magic and Trickery. To date, not a
sometimes leave their own twisted offspring, whom single forsaken elf has managed to muster enough
forsaken elves now find distasteful. Usually, these faith in one of the "foreign" gods to become a fully
changelings are veiled by illusion to fool the human powered cleric.
parents into believing the elven babies are their own.
When the illusion wears off, the humans often be- Combat
lieve it is their own child who has become ill. Even if After having the majority of their warriors slain,
they realize what has happened, the elves themselves with few being born to replace them, forsaken elves
are long gone. came to favor surprise and guerilla tactics. They
attack from positions of cover with frightening speed
Half-Elves and ferocity, raining down arrows and spells on the
The vast majority (95%) of all the half elves of opposition, then having their land and aerial cavalry,
the Scarred Lands are the result of the union of a mounted on warhorses and giant eagles (or hariers)
forsaken elf and a human. The scions of unions respectively, swoop down to deal the final blow.
between forsaken elves and humans, these unfortu-

69
CREATuRE COLLECTION

Emperor Stag
Large (Long) Beast The emperor stag watches travelers and repays
Hit Dice: 8d10+56 (100 hp) them in kind for every deed they do while in his
Initiative: +5 (Dex) forest: Acts of mercy are rewarded, and acts of
Speed: 180 ft. violence are paid in full. The stag does not speak to
AC: 21 (-1 size, +5 Dex, + 7 natural) travelers but can understand all of the major lan-
Attacks: Antlers +14 melee, 2 hooves +7 melee guages and can sometimes be seen just beyond the
Damage: Antlers 2d6+7; hooves 1d8+2 light of a camp, listening to the talk around the fire.
Face/Reach: 5 ft. by 10 ft./5 ft. Another legend says that, in times past, a hero could
Special Attacks: Piercing antlers vault upon the back of the stag and whisper a place
Special Qualities: Run like the wind, damage reduction he needed to go. No matter how far away, the stag
8/+1, speak with animals would carry the hero there in the space of a single
Saves: Fort +12, Ref +7, Will +7 night, but the chosen servant of the goddess would
Abilities: Str 21, Dex 21, Con 25, not suffer being a beast of burden gladly. It would
Int 20, Wis 20, Cha 19 carry the hero where he wanted to go, but would be
Skills: Hide +11, Intuit Direction +11, Listen under no compunction to ensure that he survived the
+13, Move Silently +11, Spot +13
trip.
Feats: Alertness, Blind Fighting, Combat
Reflexes, Dodge, Improved Critical
(antlers) Combat
Climate/Terrain: Primeval forest The emperor stag is a fearsome creature in com-
Organization: Solitary bat, lashing out with its hooves and ravaging victims
Challenge Rating: 6 with its mighty array of antlers. The creature attacks
Treasure: None only if provoked or to repay an act of wanton
Alignment: Always lawful neutral violence committed within its realm. If offenders are
Advancement Range: 6-12 HD (Large) part of a large force, the stag can summon other
denizens of the forest to assist its efforts.
Description Piercing Antlers (Ex): The antlers of the em-
Rangers speak in reverent tones of a legendary peror stag are harder than iron and capable of
creature called the emperor stag, a powerful spirit penetrating the toughest armor. They have a +2 to
that rules over the deep forests and maintains the attack and damage.
laws of wood and glen at the command of Denev, the Run like the Wind (Su): The emperor stag is
Earth Mother. The stag is described as huge and one of the earth goddess' swiftest servants. Once per
majestic, with large, intelligent eyes and a rich night, it can run from one point
brown pelt that glows in the twilight beneath the to another with the speed of
ancient trees. His rack of antlers spreads like the the wind, covering up to
branches of a venerable oak and gleams like polished 100 leagues an hour.
iron.
Within the bounds of its forest, the emperor stag Speak with
is the chosen agent of the earth goddess and is able to Animals (Su): The
cross its environs with the speed of the wind and emperor stag is able to
bear witness to the acts of any who pass through its speak with and be
territory. The stag is able to speak the languages of understood by any animal
all the animals that live in the forest, and many act as native to the forests.
his eyes and ears, passing word back to him of what
occurs in his "realm."

70
CREATuRE COLLECTION

Exemplar
Medium-size Humanoid (Human) priests or journeying back and forth from Onn when
Hit Dice: 4d8+8 (26 hp) their rotations begin or end.
Initiative: +5 (+1 Dex, +4 Improved Initiative) The exemplars' recurring lifetimes have allowed
Speed: 40 ft. them to master many special abilities largely un-
AC: 13 (+1 Dex, +2 natural)/15 vs. subdual known to even other monks. The exemplars share
damage attacks (+2 Ironbone Feat) some of these secrets with other lawful neutral
Attacks: Hand +5 melee monks who come and train with the order for a
Damage: Hand 1d8+2 sufficient amount of time, or who serve Hedrada or
Face/Reach: 5 ft. by 5 ft./5 ft. the exemplars in some exceptional way.
Special Attacks: Monk abilities, special feats Exemplars live an ascetic lifestyle. They sleep
Special Qualities: None on stone floors, eat the simplest raw foods, wear
Saves: Fort +6, Ref +5, Will +7 plain clothing and forgo all sexual activity. They
Abilities: Str 13, Dex 13, Con 15, even eschew the use of all weapons save their own
Int 14, Wis 16, Cha 10 body. They are reserved in manner but not taciturn if
Skills: Balance +7, Climb + 7, Escape Artist +2, the situation calls for speech. Likewise, they are
Jump +7, Listen +4, Move Silently +5, peaceful unless threatened or they learn the location
Spot +2, Tumble +6
of a sandmasker.
Feats: Deflect Arrows, Dodge, Improved

Climate/Terrain:
Initiative, Improved Unarmed Strike
Solitary or groups anywhere, temples Combat
Organization: Solitary, Group (2-5), Temple (10-30 In combat, exemplars fight to the death, since
plus 2 to 8 8-HD exemplars, 1 to 312- they have no reason to fear it. Death is only a brief
HD exemplars and 1 20-HD exemplar) interruption in their training.
Challenge Rating: 2 The statistics provided above are for a 4 HD
Treasure: None exemplar with the Ironbone feat, but exemplars of all
Alignment: Always lawful neutral advancement ranges (1 HD to 20 HD) can be en-
Advancement Range: 1-20 HD countered. They may have none or all of the
exemplar special feats described below, depending
Description on their HD and the GM's discretion.
Like monks, exemplars are humans who have Monk Abilities: Exemplars possess all of the
taken up a monastic lifestyle to perfect themselves special abilities of a monk of level equal to the
through training in combat arts and meditation tech- exemplar's HD.
niques. Exemplars revere the god Hedrada, who Special Feats: Exemplars have trained through
watches over them as they seek perfection. Rather multiple lifetimes to perfect their bodies and achieve
than keep the souls of dead exemplars with him, seemingly supernatural powers. These special abili-
Hedrada allows the souls to reincarnate on the physi- ties are treated as feats, mostly for system purposes.
cal plane in a human form to continue their pursuit of In order to learn one of these special feats from an
the ideal state they possessed prior to the attack of
exemplar, a PC or NPC monk must first gain the
the wizard Tarkun centuries ago. Only those exem- exemplar's trust through study or service. He may
plars who attain their perfect self (20 HD exemplars), then gain one of the following special feats in lieu of
remain with Hedrada in the afterworld when they
a feat the character would normally gain through
die. level advancement all subject to the GM's adjudi-
Exemplars maintain a few monasteries in the cation, of course.
Desert of Onn, where they live and train. They
Ironbone The exemplar hardens the bones in
venture forth from their temples to find the new his hands, feet, shins, forearms, elbows and forehead
incarnations of their deceased comrades wherever through years of smashing these body parts into
those souls appear in the world. The reborn exem-
wooden beams. Exemplars use secret herbal com-
plars are brought back to the monasteries and are pounds to heal their bruised flesh during training.
awakened to their true natures through meditation so They also infuse their skin and bones with elixirs to
that they may return to training and perhaps one day
strengthen them.
find and defeat their ancient enemy. The exemplar receives a +1 open hand damage
Exemplars also serve rotating four-year duties as modifier and +2 AC modifier against attacks that
bodyguards to the high priests in mighty Hedrad, cause subdual damage. A Constitution of 13+ is a
across the Blood Sea, and they may be found prerequisite for this feat.
guarding the temples in the city, traveling with the

71
CREATuRE COLLECTION

Ironskin The exemplar furthers his invulner- opponents quickly with one well-placed blow.
ability training by having his entire body routinely Exemplars who possess this feat and attack an
pummeled and then soaked in a secret herbal prepa- opponent to cause subdual damage score x4 damage
ration. At the end of years of such training, the on critical hits. Prerequisites for this feat include
exemplar's flesh is toughened, and his vital points are being a monk of 10th level or an exemplar of 10 HD,
desensitized to injury and pain. The exemplar gains + and possessing a Wisdom of 13+.
1 to Fortitude saving throws and +2 AC against Ki Projection Master exemplars are able to
attacks that cause subdual damage (cumulative with project their Ki force over a distance to effectively
Ironbone). When an opponent scores a critical threat make open-hand attacks against a remote foe as if the
against an exemplar with Ironskin, the attack roll to foe were within melee range. This effect has a range
determine if the hit is critical is made as if the of the exemplar's HD (or monk's level) x3 in feet.
exemplar had +4 AC. The Ironbone feat is a prereq- The exemplar may not make more than one of his
uisite to Ironskin. hand strikes into a Ki Projection attack each round,
Energy of Life Exemplars who master this but he could still take a move action or use other
feat need only five percent as much food and water attacks on foes within normal melee range if he is
as a normal human. A Constitution and Wisdom of using a full action attack. Using Ki Projection does
13+ are prerequisites for this feat. invite attacks of opportunity, however, just as any
Moving Meditation Mastering this feat other ranged attack made from melee. Ki Projection
requires the exemplar to master his thoughts. By can also be used as a very limited form of linear
quieting his stream of consciousness and maintaining telekinesis to push small objects in a straight line
a calm and meditative mind throughout his activities, away from the exemplar or to draw a small object to-
an exemplar removes ward the exemplar. This
his need for sleep en- feat can only be mastered
tirely. He also gains a by a 12-HD or higher
+1 to his Listen and exemplar (12th-level or
Spot skill checks from higher monk) with a
his increased awareness. Wisdom of 15+.
A Wisdom of 13+ is a Cloud Running
prerequisite for this Exemplars practice
feat. running over fragile
Ten Animal Style surfaces while using their
By modeling their Ki to lighten their body.
fighting style after the Through progressive prac-
natural techniques tice on rice-paper floors,
employed by 10 then sand, then water, and
different animals, the then the thinnest of ribbons
exemplars have mas- stretched between poles,
tered an arsenal of the exemplars master the
frightful hand and foot ability to run so lightly
strikes. Any exemplar they seem to levitate over
with this feat has +2 to the ground. Bards speak of
his critical threat range exemplars running off
for open-hand attacks. cliffs to race across the
(If the exemplar normally threatens a critical hit on a clouds themselves.
roll of 20, he would threaten a critical on 18-20 with As long as the exemplar has some surface other
this feat.) This feat stacks with other effects or feats than empty air to run upon, he may pass over it
that expand the critical threat range, but it is applied without falling. He can run over thick clouds, thin
after any effect that doubles the critical threat range ribbons or water, but he must be running at full speed
(like the Improved Critical feat). A base attack bonus to use the feat. While using this ability, the exemplar
of +8 is a prerequisite for this feat. is +2 on Move Silently skill checks and anyone
Nerve Strikes Through careful study of the attempting to track his passage has a +15 DC
anatomy and endless practice delivering the correct modifier to such attempts.
Ki strike to pressure points on an opponent's body, This feat can be learned by only 6+ HD
the exemplar masters the ability to incapacitate his exemplars (6th-level monks), with a Dexterity of
13+.

72
CREATuRE COLLECTION

Fatling
Huge (Tall) Aberration They constantly sweat a foul-smelling slippery
Hit Dice: 6d8+27 (54 hp) oil that allows them to lumber their bulk around
Initiative: -4 (Dex) when they choose to move at all. Almost unable to
Speed: 5 ft. raise their own limbs, fadings receive the further gift
AC: 14 (-4 Dex, -2 size, +10 natural) of lard worms (qv.), creatures that inhabit the priests'
Attacks: Crush +8 melee folds and eat whatever might be trapped therein.
Damage: Crush 2d4+4 As repulsive as fadings are, there is one piece of
Face/Reach: 10 ft. by 10 ft./5 ft. knowledge that makes them all the more disturbing:
Special Attacks: Spells, envelop They were once human.
Special Qualities: Damage reduction 4/, immunities, oil
secretion, SR 15 Combat
Saves: Fort +11, Ref -2, Will +7 Although fadings would seem defenseless,
Abilities: Str 19, Dex 3, Con 19, they're actually quite potent. Blunt weapons are
Int 11, Wis 14, Cha 3
harmless to them, thanks to the creatures' excessive
Skills: Animal Empathy +10 (lard worms only),
Concentration +5, Intimidate +6, Listen
tissue. Sharp weapons may cut through fat, but
+3, Scry +4, Sense Motive +3 damage is merely cosmetic. The abominations are
Feats: Enlarge Spell, Great Fortitude, Quicken also highly magic resistant. Fatlings have a variety of
Spell, Toughness spells at their disposal, and anyone who gets too
Climate/Terrain: Any close can be pinned and suffocated under layers of
Organization: Solitary blubber.
Challenge Rating: 5 Envelop (Ex): Fadings can make grappling rolls
Treasure: Double Standard to envelop enemies in their layers of skin. Once a
Alignment: Always neutral evil fatling captures an opponent, he simply waits for the
Advancement Range: 6-8 HD (Huge) victim to suffocate, at which point the priest's lard

Description
worms begin the process of consuming the victim. A
Strength or Escape Artist roll (DC 15) is required to
After the Divine War, the gods may have buried pry one's self free of a fatling's folds. Up to two allies
Gaurak the Gorger beneath the earth, never to can help liberate a victim if he manages to get a hand
escape, but that doesn't mean his vile influence can't or foot free before being trapped (Escape Artist roll
still be felt on the Scarred Lands. The highest priests DC 13 to do so). Each assistant reduces the
and most favored of Gaurak's servants (all of whom DC of escape attempts by 2. An enveloped victim is
worship the Titan in secret, often at hidden shrines or considered to be drowning.
in refuse pits) are blessed by their buried lord. Immunities (Ex): Blunt weapons deal no dam-
Gaurak's favor is clear to those who know what to age to fatlings. Slashing weapons do half damage,
look for: A patch of jaundiced, greasy melons grows before damage reduction is applied. Only piercing
up somewhere near the followers' shrines. Eating weapons are truly useful against fallings.
these repulsive fruits transforms an intended
individual into a reflection of the Oil Secretion (Ex): Fatlings exude a noxious,
Ravenous One himself. The servant slippery oil from their skin that helps them move
becomes a fatling, a grotesquely (and when they don't move for long periods,
obese monstrosity around whom this oil pools around them). Individuals
other adherents to the Titan gather following a fatling or who get within 10
to perform their disgusting rituals, feet of him have to make a Reflex
in hopes of currying the buried save each round (DC 16) or slip
Titan's favor. Repugnant as a and fall to prone.
fatling might be, followers of Spells: Fatlings cast cleric
Gaurak who honor the creature spells from the Death,
would give their very lives to Destruction, Evil and Trickery
protect the Titan's chosen. domains at 9th level.
Fatlings are inhumanly
repulsive masses, literally
rolls upon rolls of greasy
sallow skin.

73
CREATuRE COLLECTION

Feral
Medium-size Outsider (Evil, Chaos) They use crude spears to injure before closing it
Hit Dice: 2-16d8+4-32 (13-104 see below) to finish a victim with their clawed hands.
Initiative: +0
Outsider: Ferals manifested in the Scarred
Speed: 30 ft.
Lands are less potent than they in their otherworldly
AC: 12-26 (+2-16 natural)
form, and do not receive all of the normal
Attacks: Shortspear +4-24 melee or 2 claws
+4-24, thrown spear +2-16
immunities of being an outsider. Still, they do not
Damage: Shortspear 1d8+2-8, claw 1d6+2-8
sustain damage from any non-magical flame or cold
Face/Reach: 5 Ft. by 5 ft./5ft. attacks, and they are immune to poison.
Special Attacks: Howl Packsoul (Ex): Any single pack of ferals shares
Special Qualities: Damage reduction 5/+1 or cold iron, one soul. When any feral of that pack dies, the
darkvision 60 ft., outsider, packsoul remaining pack members gain +1 Strength, +1 HD
Saves: Fort +1-8, Ref +1-8, Will +1-8 (and thereby +6 hit points), and +1 AC immediately.
Abilities: Str 12-26, Dex 10, Con 14, Any pack of 15 ferals is composed of 2 HD
Int 9, Wis 8, Cha 5 creatures. As pack members are killed, the HD of
Skills: Climb +6, Listen +11, Move Silently +5, each member escalates to 3 HD, 4 HD, etc. on up to
Spot +9, Swim +9, Wilderness Lore +10 a single remaining feral possessing 16 HD. Each
Feats: Power Attack, Run, Track feral's Strength escalates similarly from 12-26 (10 +
Climate/Terrain: Any their HD). A feral's saving throw modifiers are equal
Organization: Pack (1-15) to half its HD, and the challenge rating of defeating a
Challenge Rating: See below feral is one-third of its HD.
Treasure: Standard Note that if multiple feral pack members are
Alignment: Always chaotic evil killed at once (caught in an area-of-effect spell, for
Advancement Range: None example) all surviving pack members still escalate
Description based on the number of pack members killed.
When seen in the Scarred Lands, ferals seldom
have a purpose other than the utter destruction of
anything in their wake. They are dispatched to the
world at the whim of the demon god Vangal to
please him with the path of rape and murder and
other atrocities they leave in their wake. With a
limitless appetite for bloodshed and the destruction
of anything civilized, a pack of ferals falls upon a
village and leaves naught but a crudely designed
temple of gore and rubble to their god.
Fabricated from the most brutish souls that make
their way into the Abyssal Volcano that is Vangal's
home-realm, a single soul is splintered into as many
as 15 parts to create a pack of Ferals. Forged thus
from a single wicked soul, a pack of Ferals can
operate with one mind. Their most fearsome aspect,
however, is the fact that if any of the members are
destroyed, their vital energy simply flows back into
the remaining pack members to make them stronger.
Thus destroying an entire pack of ferals becomes a
progressively harder task.
Ferals also possess a keen tracking ability and
instinctive sense of the wilds. They are occasionally
used to hunt down those who have caught Vangal's
attention or who possess some item or guard some
person coveted by Vangal or one of his mortal
priests.

Combat
Ferals always seek open ground to fight,
preferring to spread out and attack foes from all
sides.

74
CREATuRE COLLECTION

Firedrake
Large (Long) Beast
following flows and attacking anything in their path,
Hit Dice: 8d10+48 (81 hp)
apparently driven into a murderous frenzy by the
Initiative: +3 (Dex)
volcano's activity.
Speed: 110 ft.
AC: 16 (-1 size, +3 Dex, +4 natural)
The crystalline nodules on a firedrake's back are
Attacks: Bite +10 melee, 2 claws +5 melee
very rare and highly prized as forms of jewelry, with
Damage: Bite 1d10+3; claw 1d6+3
one egg-sized nodule going for as much as 2,000
Face/Reach: 5 ft. by 10 ft./5 ft. gold pieces in some markets.
Special Attacks:
Special Qualities:
Living furnace, fiery death
Fire resistance Combat
Saves: Fort +12, Ref +5, Will +0 The firedrake attacks its victims with tooth and
Abilities: Str 16, Dex 17, Con 22, claw and inflicts horrible damage simply from the
Int 2, Wis 7, Cha 6 heat radiating from its body. When cornered in its
Skills: Balance +6, Climb +4, Hide +6, Jump own territory, the reptile tries to force opponents to
+5, Listen +7, Move Silently +5, Spot +6 fight dangerously close to scalding steam and lava
Feats: Cleave, Combat Reflexes flows, where it clearly has the advantage.
Climate/Terrain: Volcanoes and subterranean geysers Living Furnace (Ex): Heat radiates from a
Organization: Solitary, Pack (1-6 Adults) firedrake like a blazing forge, and its touch ignites
Challenge Rating: 5 combustible material such as parchment, wood and
Treasure: Standard clothes. Also, its claws and bite inflict an additional
Alignment: Always neutral 2d8 points of heat-related damage with each success-
Advancement Range: 6-10 HD (Large) ful hit.
Description Fiery Death (Ex): When it dies, a fire drake
releases its heat energy in a final explosion that
The firedrake is a large, wingless lizard that's
causes 3d8 damage to all victims within 30 feet
found primarily near sources of geothermal heat such
(Reflex save at DC 16 for half damage).
as geysers, dormant volcanoes and subterranean lava
Unfortunately, this explosion often destroys or
flows. The skin of the firedrake is knobby and black,
renders worthless most of the ruby-like nodules on
like newly-forged iron, with numerous small, oval
its body. Roll ld8-6 to determine how many remain
nodules running along its back that glow like rubies
intact.
when exposed to firelight.
Firedrakes are fierce and aggressive, staking out Fire Resistance (Ex): The firedrake is immune
a territory that supplies them with a ready source of to fire-based attacks.
heat and attacking any who violate their domain.
Occasionally, when a volcano becomes active and
begins spewing lava, there are reports of firedrakes

75
CREATuRE COLLECTION

Fleshcrawler
Medium-size Undead
Hit Dice: 5d12+15 (48 hp)
Initiative: +4 (Dex)
Speed: 40 ft., climb (with tethers of sinew) 50 ft.
AC: 16 (+4 Dex, +2 armor)
Attacks: Bite +7 melee, 2 claws +4 melee
Damage: Bite 1d8+2; claw 1d4+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Tethers of sinew, paralysis
Special Qualities: Undead
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 15, Dex 18, Con 16,
Int 14, Wis 15, Cha 12
Skills: Balance +5, Climb +15, Hide +10, Listen
+3, Spot +5, Tumble +5, Use Rope
(tethers of sinew) +20
Feats: Armor Proficiency (Light), Blind-Fight,
Multiattack
Climate/Terrain: Underground and any land
Organization: Solitary, cell (3-8) or host (7-12)
Challenge Rating: 4
Treasure: Standard

Combat
Alignment: Always chaotic evil
Advancement Range: 5-12 HD
Fleshcrawlers like to prepare ambushes for their
Description chosen prey. When hunting in a cell, fleshcrawlers
Fleshcrawler are wicked humans who have bar- use pack tactics and work together like a well-oiled
gained with the dark lord and ultimately been taken to machine.
the Abyss where demon lords have made them undead Tethers of Sinew (Ex): A fleshcrawler can
and given them dark gifts. Fleshcrawlers are then sent shoot forth spiked or hooked tethers of sinews from
back to the Scarred Lands to act as snatchers, bounty its palms or mouth as a ranged attack (60 feet
hunters or retrievers for a variety of demons. maximum) with an attack modifier of +5. Barbed
At first glance, fleshcrawlers resemble pale spikes from the hands do 1d6 damage and snare the
humans in black leather armor sporting an array of prey. If the fleshcrawler causes no damage because
ritualistic scars, brands and piercings. In the palms of of its target's armor, the spike may catch on the
their hands (and on the soles of their feet) are chitinous prey's armor and allow the fleshcrawler to reel in its
sheaths the size of a gold piece. From these small holes prey anyway. A roll that is one or two short of
as well as from their mouths shoot lengths of successfully striking an armored opponent still
grizzled flesh variously tipped with sharp hooks, claws allows this effect. The sharpened hook at the end of
or barbed spikes. The hand sheaths wield so-called the mouth tethers of sinew inflicts 2d6 damage and is
tethers of sinews ending in barbed and bony spikes; the covered with the fleshcrawler's paralytic saliva. A
tether of sinew spat from the mouth (unrolling like a fleshcrawler may make three such tether strikes in a
frog's tongue) ends in a hook, and is used for pulling turn in lieu of its normal attacks. Furthermore, the
back prey to be devoured. Fleshcrawlers use the tethers fleshcrawler may attempt to sunder or disarm with
of sinews from the underside of their feet to anchor these, even though they are ranged attacks.
themselves to ceilings or walls, allowing them to hang Fleshcrawlers additionally gain the use of the Point
like strange spiders in pursuit of their prey. Blank Shot and Precise Shot feats for use only with
Fleshcrawlers use their tethers of sinews much as the tether of sinew attacks.
spiders use strands of silk, and they strategize well in Paralysis (Ex): The saliva of a fleshcrawler
three dimensions. They may hang from their foot tethers causes paralysis. A victim bitten by a fleshcrawler or
above doorways and attack their prey from above, or hit by the hooked tethers of sinew from its mouth
they may use them to climb walls, pull down a wall on must succeed at a Fortitude save (DC 15) or be
opponents, or disarm an opponent. paralyzed for 3d6 minutes.
The tethers of sinews retract almost instantaneously,
Undead: As undead, these creatures are immune
and they do so with the fleshcrawler's full strength. A
to mind-influencing effects, poison, sleep, paralysis,
tether that gets trapped or severed is jettisoned, which
stunning and disease. They are not subject to critical
appears to be no sacrifice to the fleshcrawler as the
hits, subdual damage, ability damage, energy drain
supply of tethers appears to be limitless.
or death from massive damage.

76
CREATuRE COLLECTION

Forge Wight
Tiny Elemental
Hit Dice: 6d8+24 (51 hp)
Initiative: +3 (Dex)
Speed: 0 ft.
AC: 15 (+2 size, +3 Dex)
Attacks: Special
Damage: Special
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Heat metal
Special Qualities: Vulnerability, SR 13, immunities
Saves: Fort +9, Ref +7, Will +4
Abilities: Str , Dex 16, Con 18,
Int 4, Wis 4, Cha 4
Skills: None
Feats: None
Climate/Terrain: Ancient forges
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement Range: None

Description
In ancient times, master smiths across the land Combat
would keep their forges hot through prayer and sacri- The forge wight strikes out at its victims by
fice to Thulkas, titan of iron and fire. In return, heating and warping the metal weapons and armor
Thulkas would send a fire spirit to inhabit the smith's they carry.
forge and keep it lit always. Unfortunately, the world
changes; titans fall and the old smiths die. Heat Metal (Su): A forge wight can impart
Sometimes, if a castle was ruined in war or a blistering heat to any metal object within 30 feet.
smith died suddenly without an apprentice or heir, The wight need only make a successful Intelligence
there would be no one to perform the rites to free the roll (DC 12) to cause the metal on one person to
forge wight from its labor. A few of these forges become nearly red-hot. Weapons become too hot to
remain in the depths of shattered fortresses or in hold and inflict 1d4 points of damage until dropped.
towns long deserted, and the spirits trapped within Metal armor causes damage points to the wearer
their cold shells are twisted and bitter from their equal to its AC rating unless removed. The spirit can
long, cold imprisonment. use this effect against only one target per round but
Forge wights are fire spirits trapped in cold may use the power an unlimited number of times.
forges abandoned by the ages, and lash out at any The effect lasts 2-8 minutes per use.
unwary soul that passes too close. The spirit appears Immunities (Ex): Fire- and heat-based attacks
as a flickering tongue of pale flame, and it uses its cause the spirit no harm. Nor is it susceptible to
power to affect metals carried by its victims. The critical hits, subdual damage or death from massive-
spirit vents its anger on any mortal that stays within damage trauma. A wight is immune to poisons,
range but can be momentarily placated if hot coals diseases, blinding, deafness, electricity and spells or
are tossed into the forge. As soon as the coals die attacks that affect living physiology. It cannot be
out, however, the spirit resumes its attacks, angrier stunned. Nor is it affected by attacks or spells of a
than before. mind-altering nature or spells based on
An individual versed in the rites of Thulkas can healing/harming.
perform the ceremony to free a forge wight from its Vulnerability (Ex): A forge wight takes double
prison, but there are very few clerics still alive who damage from cold and water-based attacks.
know such arcane lore.

77
CREATuRE COLLECTION

Frost Ape
Medium-size Animal Many of the great apes died in the first several
Hit Dice: 2d8+9 (18 hp) years of their exile, but those that survived grew into
Initiative: +0 a more hale and hardy breed known now as the frost
Speed: 30 ft. apes. They are more bitter, harsh and brutal than
AC: 16 (+2 Dex, +4 natural) their Lush Isle ancestors, but they still refuse to kill
Attacks: Bite +4 melee; or club +4 melee; or outright. They are not averse to letting an opponent
rock+2 ranged; or ice spear +2 ranged die, but they do not force the issue.
Damage: Bite 1d4+2; club 1d6+2; rock 1d4+2;

Face/Reach:
spear 1d6+2
5 ft. by 5 ft./5 ft.
Combat
Frost apes attack en masse with a basic grasp of
Special Attacks: None
infantry tactics. They surround their opponents, try to
Special Qualities: None
knock them down, then pound them with clubs,
Saves: Fort +8, Ref +0, Will +0
rocks and chunks of ice. They primarily attack an
Abilities: Str 15, Dex 10, Con 16,
Int 8, Wis 10, Cha 7
opponent's limbs, but a careful blow to the head
Skills: Climb +8, Jump +5, Listen +2, Spot +3
suffices as long as it doesn't kill an opponent.
Feats: Alertness, Endurance, Great Fortitude,
Toughness
Climate/Terrain: Northern wastes
Organization: Solitary or packs (2-6)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement Range: 1-3 HD (Medium-size)

Description
The great apes now known as frost apes are not
indigenous to the vast glacier continent of Fenrilik
that they rule. They once inhabited the verdant
jungle cliffs of the Lush Isle, guarding it with
rough force against would-be intruders.
When war errupted between the gods and
Titans, the young god Chardun singled the
great apes out for their strength and
intelligence. He drafted them into service
as soldiers against the armies of the Titans,
stealing the entire race from their home and
sending them to war. The impressment
subsequently left the Lush Isle open for
domination by the pirates of newly founded
Bloodport.
What Chardun failed to account for was that
the great apes would not kill intelligent
creatures. While they would fight with savage
ferocity, they only crippled their foes or pummeled
them to unconsciousness. As long as it was within
their power to allow a foe the chance to escape,
they would do so, regardless of what tactical
advantage it cost them. Although this leniency
had served them well enough at home where
visitors knew to leave well enough alone it
proved disastrous on the battlefield. Despite
superior prowess in small engagements and
unlimited enthusiasm in large, open-field
conflicts, the great apes' small modicum of mercy
proved a greater liability than their prowess was
worth. Furious that he had wasted his effort, Chardun
banished the great apes to frozen, faraway Fenrilik.

78
CREATuRE COLLECTION

Garabrud
The Obsidian Hound
Huge (Long) Animal
Hit Dice: 23d8+115 (218 hp)
Initiative: +2 (Dex)
Speed: 45 ft.
AC: 28 (-2 size, +2 Dex, +18 natural)
Attacks: Bite +33 melee, 2 claws +28 melee
Damage: Bite 3d12+12; claw 2d6+5
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: None
Special Qualities: Damage reduction 25/+5, SR 38
Saves: Fort +17, Ref +8, Will +7
Abilities: Str 35, Dex 14, Con 18,
Int 7, Wis 12, Cha 10
Skills: Listen +14, Spot +10,
Wilderness Lore +8
Feats: Track
Climate/Terrain: Any
Organization: Solitary (unique)
Challenge Rating: 14
Treasure: None
Alignment: Always lawful evil
Advancement Range: None

Description
Garabrud, the Obsidian Hound, is a thing of Once the hound has caught and killed its prey
dread legend across the face of the Scarred Lands. (devouring them as well), it either immediately be-
Purported to be one of three great guardian mastiffs gins the chase for its next victim or resumes its
that served the titan Gaurak, the Glutton, the Obsid- natural state by taking up residence wherever it can
ian Hound is the only such mastiff still seen roaming find a food supply near where it brought down its
the land. latest prey.
The Obsidian Hound's behavior is well For those victims fortunate enough to be far
chronicled by the bard Adrometus, who was the first away from the hound when it begins its pursuit, the
to follow the hound and observe its tracking and hound's coming is presaged in the victim's dreams.
killing behavior. Adrometus' ballads tell that the The victim's sleep is haunted by nightmares of the
hound normally behaves as any other wild creature hound's baleful howl and of being run down and torn
sleeping and hunting. However, at seemingly apart by the beast. The intensity of the nightmares
random times, the hound is roused from its placid increases the closer the hound draws to its prey.
state and becomes the dread beast all of the Scarred When the wizard Dolomar took refuge in the
Lands have come to fear. At these times, the hound dwarven citadel at Burok Torn to escape the hound,
begins to flawlessly track some newly designated it is said that the intensity of the wizard's nightmares
prey no matter how far away or hidden the drove him to suicide over the year the hound spent
hound's chosen prey may be. No normal or magical burrowing at the bedrock of the citadel to reach him.
means has yet been found to hide the hound's prey No one knows how the beast selects its victims.
from the beast. Adrometus speculates that the god Chardun might
The hound continues to close in on its prey, have somehow gotten command over the hound
never resting and scarcely deviating from the most since Gaurak's downfall, as most of the hound's
direct path. The beast tramples through villages and victims seem to be those who have angered or
tends to ignore those seeking to hurt or deter it. Only disappointed the Conqueror.

Combat
a foe who can actually hurt the nigh-invulnerable
hound might warrant its attention when it is tracking
a victim. Garabrud attacks with its powerful bite, and if
its opponent is Size Large or bigger, the hound also
rakes with its front paws.

79
CREATuRE COLLECTION

Goblin Bear
Large (Long) Animal If left alone, goblin bears are generally lazy
Hit Dice: 10d8+50 (95 hp) creatures that eat what they can reach easily,
Initiative: +4 (Improved Initiative) ignoring the outraged cries of the camp and then
Speed: 60 ft. finally moving on. On a more sinister note, however,
AC: 22 (-1 size, +13 natural) there have been reports of some goblin bears that
Attacks: Bite +14 melee and 2 claws +9 melee have developed an exclusive taste for fresh meat and
Damage: Bite 1d10+5; claw 2d6+2 thus provide far greater dangers to unsuspecting
Face/Reach: 5 ft. by 10 ft./5 ft. travelers.
Special Attacks: Shoulder spines, neck-breaking shake
Special Qualities: Thick-headed Combat
Saves: Fort +12, Ref +3, Will +3 An enraged goblin bear is aggressive and head-
Abilities: Str 21, Dex 10, Con 20, strong, attacking without regard for safety or survival
Int 2, Wis 10, Cha 5 and giving ground to no one, no matter how big or
Skills: Listen +2, Spot +2 fearsome. Goblin bears prefer to leap onto their prey,
Feats: Alertness, Improved Critical,
bearing them to the ground and savaging them with
Improved Initiative, Sunder
tooth and claw, trusting to their spiny flanks to keep
Climate/Terrain: Temperate forests
other attackers at bay.
Organization: Solitary
Challenge Rating: 6 Shoulder Spines (Ex): Goblin bears have twin
Treasure: None ruffs of barbed shoulder spines that run from the
Alignment: Always neutral point of the beast's shoulder all the way to the point
Advancement Range: 8-14 HD (Large) of its hips. These barbs stand erect when the creature
is enraged. Whenever an enemy makes a successful
Description hit in melee combat against the goblin bear, the bear
The goblin bear is in fact neither a goblin nor a may make a free roll to hit with its spines, causing
bear, more closely resembling a giant wolverine, 1d6+5 damage if it succeeds.
with a blunt, muscular body, a short, toothy snout Neck-breaking Shake (Ex): If a goblin bear
and long, sharp, curved claws on all four feet. The gets a good enough hold on an enemy with its teeth,
beast is the size of a small pony and has a glossy, it shakes its victim savagely from side to side,
reddish-brown pelt. intending to break the target's neck or spine. If the
Goblin bears are voracious omnivores that have goblin bear causes a critical hit with its bite, it may
earned their name through aggressive assaults on automatically roll for damage from a neck-shake
travelers' campsites. Constantly searching for food to (2d10+5 damage in addition to the critical damage).
ease their all-consuming appetite, goblin bears have Thick-headed (Ex): The thick-headed goblin
been known to brazenly walk into a camp and begin bear is immune to fear and mind-influencing attacks,
rooting through packs in search of provisions, as well as subdual damage.
insolently daring someone to do anything about it.
Most travelers familiar with the breed wisely choose
to stand aside and let a beast eat what it finds,
because the goblin bear is easily enraged and
stubborn to a fault, fighting drawn-out, bloody
battles over little more than a moldy biscuit and a
strip of beef jerky.

80
CREATuRE COLLECTION

Golem, Bone
Medium-size Construct Combat
Hit Dice: 1d12+3 (9 hp) Bone golems do not rely on trickery or subtlety
Initiative: +1 (Dex) in their attacks. When given a command, they pursue
Speed: 30 ft. it straightaway, surmounting obstacles with only the
AC: 13 (+1 Dex, +2 natural armor) requisite amount of force. When they are in need of
Attacks: Claw +1 melee sustenance, they batter their foes to the ground, strip
Damage: Claw 1d6 the flesh from them, break off as much bone as they
Face/Reach: 5 ft. by 5 ft./5 ft. need and absorb it directly into their bodies.
Special Attacks: None
Immunities (Ex): Bone golems are immune to
Special Qualities: Immunities, variable construction,
cold. Piercing weapons do not harm them, and slash-
construct, damage reduction 5/+1
Saves: Fort +4, Ref +1, Will +0
ing weapons do half damage.
Abilities: Str 10, Dex 12, Con 11, Variable Construction (Su): A bone golem's
Int 1, Wis 10, Cha 11 hands can assume the shapes of various simple tools
Skills: Open Lock +8 such as knife-sized blades, hammerheads, cups,
Feats: Endurance, Great Fortitude, Toughness clamps wedges, crude saws and lock-picking prongs.
Climate/Terrain: Any This provides the golem with some ability to open
Organization: Solitary locks, as reflected by the skill above.
Challenge Rating: 1/2 Construct: Impervious to critical hits, subdual
Treasure: Standard damage and or death from massive damage trauma.
Alignment: Always neutral Immune to poisons, diseases, blinding, deafness,
Advancement Range: None drowning, electricity and spells and attacks that
Description affect respiration or living physiology. Cannot be
stunned. Not affected by attacks or spells of mind-
Bone golems are a favored tool of Scarred Lands altering nature (for example enamoring or charming
necromancers, if a particularly dangerous one. They spells) or spells based on healing/harming. Fire and
make excellent traveling bodyguards, grave robbers acid spells or attacks deal half normal damage.
and collection agents for the more organized guilds
of necromancers in the Scarred Lands' large cities.
Bone golems seem to house residual intelligence
from the spirits of the dead from which the golems
are constructed. This glimmer of intelligence makes
the golems relatively easy to control, and they carry
out complex lists of commands with plodding,
methodical surety. They cannot speak, nor it is
assumed can they hear any voice other than that
of the one who created them. Their hands bend into
various utilitarian shapes, making the golems if
not exactly master thieves at least able to open
locked doors and carry out their grim business.
The main flaw in the bone golem's design is that
its body wears out very quickly. Shingles and flakes
of bone rub off constantly, leaving dusty tracks and
prints wherever the construct goes. A bone golem
disintegrates completely over the course of a month.
To stave off its inevitable decay, a bone golem must
constantly incorporate new bones into its body.
Many necromancers keep golems supplied by
keeping them busy at collections work. However,
one who cannot supply a golem sufficiently it
requires at least five complete human skeletons each
month may wind up the golem's next victim.
Considering the way they are created and the
means by which they sustain themselves, bone
golems are often surrounded by angry ghosts, which
the golems' necromancer master must somehow keep
in check.

81
CREATuRE COLLECTION

Golem, Copper
Large (Tall) Construct Electrical Conduction (Ex): The copper golem
Hit Dice: 12d12+60 (138 hp) does not receive its standard Spell Resistance to
Initiative: -1 (-1 Dex) electrical attacks. Instead, these attacks deal no dam-
Speed: 20 ft. age, but actually heal the golem. For every four
AC: 20 (-1 size, -1 Dex, +12 natural) points of damage the golem would have taken from
Attacks: Fist +17 melee the attack had it failed any applicable saving throw,
Damage: Fist 2d10+6 the golem heals one point of damage. This
Face/Reach: 5 ft. by 5 ft./10 ft. conduction is the only means of healing a copper
Special Attacks: Electrical conduction golem.
Special Qualities: Construct, damage reduction 20/+1, Once the golem has recovered to its maximum
SR 24 hit points, it stores the remaining electrical energy
Saves: Fort +13, Ref +3, Will +4 and discharges it on opponents when it strikes. It can
Abilities: Str 23, Dex 8, Con 20, discharge up to 10 points of stored electrical damage
Int , Wis 10, Cha 1 with each of its blows (in addition to its normal
Skills: None crushing damage).
Feats: None The golem can store no more than half its
Climate/Terrain: Any maximum hit points in electrical damage, and any
Organization: Solitary energy not discharged within 10 minutes of being
Challenge Rating: 6 absorbed dissipates out of the golem without effect.
Treasure: None
Alignment: Always neutral
Advancement Range: 9-15 HD (Large)

Description
Copper golems are constructed through the use
of magical tomes or by wizards of 15th-level or
higher. Construction requires 54,000 gp and two
months. Construction also requires the services of a
highly trained blacksmith (Craft skill of at least +10)
and-access to a prodigious amount of copper ore.
The end result is an inspiring animated statue with a
gleaming surface of beaten copper.
Copper golems obey the simplest of verbal com-
mands given by their creators. Alternately, command
can be bestowed upon another if the wizard fashions
a magical copper ring (10,00 gp cost and three weeks
work) at the time of the golem's creation. Whoever
wears the ring may control the golem through verbal
commands, but the golem runs amok, destroying the
nearest object or creature it can see if the ring is
destroyed. The golem's rampage continues until the
construct is destroyed.

Combat
The golem attacks with one blow each round.
Construct: The copper golem is impervious to
critical hits, subdual damage and death from massive
damage trauma. It's immune to poisons, diseases,
blinding, deafness, drowning and to spells or attacks
that affect respiration or living physiology. It cannot
be stunned. It's not affected by attacks or spells of
mind-altering nature (enamoring or charming spells,
for example), or by spells based on healing/harming.
Fire and acid spells or attacks deal half normal
damage.

82
CREATuRE COLLECTION

Golem, Lead
Huge (Tall) Construct (Golem) Such golems have also been used in the dark
Hit Dice: 20d12+120 (250 hp) elves' attacks on the dwarves of Burok Torn.
Initiative: -3 (Dex) Lead Golems follow commands only from their
Speed: 20 ft. creators. They normally understand and obey basic
AC: 30 (-2 size, -3 Dex, +25 natural) verbal commands, but can be "programmed" with
Attacks: Pulverizing fist +36 melee fairly complex instructions if the creator invests
Damage: Pulverizing fist 4d12+14 about an hour drilling them into the golem.
Face/Reach: 10 ft. by 10 ft./15ft.
Special Attacks: Poisonous gas Combat
Special Qualities: Damage reduction 40/+3, SR 31, Lead golem smash!
construct
Saves: Fort +18, Ref +3, Will +12 Spell Resistance: The lead golem receives its
Abilities: Str 38, Dex 4, Con 22, normal Spell Resistance against all spells except
Int , Wis 10, Cha 1 those that would transmute its metal into other
Skills: None substances. The spell must specifically target metal
Feats: None to bypass the resistance. If the golem fails any
Climate/Terrain: Any applicable saving throw, it is most commonly slowed
Organization: Solitary to half movement and attack speed for the duration
Challenge Rating: 11 of the spell rather than actually being transmuted.
Treasure: None The GM can decide the exact effects based upon the
Alignment: Always neutral spell description.
Advancement Range: 13-25 HD (Huge) Poisonous Gas (Su): Once every five rounds, a

Description
lead golem may billow out a 30-foot-long cone of
poisonous gas. Anyone caught in the cone must
Lead golems are constructed by wizards using succeed at a Fortitude save (DC 20) or pass out in a
an appropriate magical tome or by an 20th-or-higher number of rounds equal to their Constitution and die
level wizard using appropriate spells. Either way, it in an equal number of rounds after they pass out.
takes three months and 89,000 gold pieces to Construct: A lead golem is impervious to
construct a lead golem. Due to the lead gases critical hits, subdual damage and death from massive
involved, the construction is hazardous work; at the damage trauma. It's immune to poisons, diseases,
end of the construction time, the wizard must make a blinding, deafness, drowning, electricity and spells or
saving throw as if he were struck by the golem's attacks that affect respiration or living physiology. It
poisonous gas attack. cannot be stunned. It's not affected by attacks or
Lead golems are massive constructs. Their spells of mind-altering nature (enamoring or
weight alone overwhelms the floors of most charming spells, for example), or by spells
normal buildings, and their fists can based on healing/harming. Fire and acid spells
batter structures to rubble in or attacks deal half normal damage.
minutes. Their sculpture
includes some aperture from
which it releases its poisonous
gas, commonly its mouth or a
hole in its chest.
The dark elves of Dier
Drendal are especially fond
of creating lead golems,
often crafting them with
massive clawed hands with
which to dig tunnels.

83
CREATuRE COLLECTION

Golem, Mithril
Gargantuan (Tall) Construct (Golem)
Hit Dice: 30d12+450 (645 hp)
Initiative: -3 (Dex)
Speed: 50 ft.
AC: 45 (-4 size, -3 Dex, +42 natural)
Attacks: Fist +46 melee, stomp +41 melee
Damage: Fist 6d10+20; stomp 4d20+20
Face/Reach: 30 ft. by 30 ft./15 ft.
Special Attacks: None
Special Qualities: Damage reduction 60/+4, SR 35,
construct
Saves: Fort +32, Ref +7, Will +16
Abilities: Str 50, Dex 4, Con 40,
Int , Wis 10, Cha 1
Skills: None
Feats: None
Climate/Terrain: Any
Organization: Solitary (unique)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement Range: None

Description
The priests of Corean tell the tale that the
Mithril Golem was forged by their god to use against
the titan Kadum in the Divine War. The myth holds
that the Mithril Golem succeeded in holding Kadum
by its tail for but an instant, but that was long enough
for the bestial titan to be gutted and chained by the A week later, one small finger from the Mithril
gods. However, Kadum's tremendous strength Golem miraculously broke off and crashed to the
warped and damaged the otherwise indestructible ground. The mithril metal of the finger was melted in
Mithril Golem. After the Divine War, the golem's magical fire and forged into the holy swords of the
purpose fulfilled, Corean left the Mithril Golem paladins of Mithril.

Combat
behind on the land rather than taking it to the god's
home.
While some heretics doubt such an origin, it is The Mithril Golem uses its monolithic fists to
certain that following the Divine War, a colossal pulverize nearly anything it hits. In addition to its fist
statue of nigh-indestructible metal was discovered on attack, it can stomp any target of Size Large or
the coast of the Blood Sea. Acting on visions from smaller. It can stomp with one foot per round and can
their god, the priests of Corean constructed a temple target all opponents in a 10-foot-by-10-foot area
around the statue, and from that temple has sprung provided none of the targets in that area are Size
the rapidly growing city of Mithril. Huge or larger
For the past 150 years, the Mithril Golem has Construct: The Mithril Golem is impervious to
stood motionless while the Mithril Temple of Corean critical hits, subdual damage and death from massive
and a growing city have been constructed around it. damage trauma. It's immune to poisons, diseases,
The faithful have no doubt that their god would rouse blinding, deafness, drowning, electricity and spells or
his construct to action should he ever desire its attacks that affect respiration or living physiology. It
service such as to answer the prayers of one of his cannot be stunned. It's not affected by attacks or
high priests or to defend the city over which the spells of mind-altering nature (enamoring or charm-
Mithril Golem holds its silent vigil. Indeed, if the ing spells, for example), or by spells based on
unfaithful.seek proof of such, they need only look to healing/ harming. Fire and acid spells or attacks deal
the time when the priests and paladins of Mithril half normal damage.
prayed to Corean to deliver unto them weapons of
righteousness so as to cleanse the Blood Sea coast of
the titan races.

84
CREATuRE COLLECTION

Golem, Silver
Medium-sized Construct (Golem) A successful Craft (jewelry) skill roll (DC 28)
Hit Dice: 6d12+24 (63 hp) recovers the gem, failure means the ruby is shattered
Initiative: +4 (Dex) into pieces worth a total of 500 gold pieces.
Speed: 30 ft., fly 90 ft. Assuming the heavy body of a silver golem can be
AC: 23 (+4 Dex, +9 natural) taken to a smithy, it can be melted down into the
Attacks: 2 Claws +9 melee equivalent of 30,000 silver pieces.
Damage: Claw 1d6+3
Face/Reach: 5 ft. by 5 ft./5ft. Combat
Special Attacks: Flame gout Depending on the situation and their instruc-
Special Qualities: SR 18, damage reduction 20/+1, tions, silver golems usually attack from the air with
construct their flame gout and then land to attack with their
Saves: Fort +9, Ref +6, Will +2 clawed hands. Unlike their larger plodding cousins,
Abilities: Str 16, Dex 18, Con 18, silver golems are quite fast and agile in combat.
Int -/10, Wis 10, Cha 1
Skills: None Flame Gout (Su): Silver golems can issue forth
Feats: None a cone of fire 20 feet long from their ruby
Climate/Terrain: Any adornment. Anyone caught in the flames takes 3d6
Organization: Solitary, patrol (2) points of damage or half that if they pass a Reflex
Challenge Rating: 5 saving throw (DC 15). The golem can use this attack
Treasure: None every four rounds.
Alignment: Usually neutral Construct: A silver golem is impervious to
Advancement Range: 5-15 HD critical hits, subdual damage and death from massive

Description
damage trauma. It's immune to poisons, diseases,
blinding, deafness, drowning, electricity and spells or
Silver golems are splendid-looking constructs. attacks that affect respiration or living physiology. It
Usually Humanoid in shape, with wings sprouting cannot be stunned. It's not affected by attacks or
from its back, a golem is crafted in silver right down spells of mind-altering nature (enamoring or charm-
to each "feather" on its wings. Silver golems also ing spells, for example), or by spells based on
sport a large red ruby somewhere on their bodies, healing/ harming. Fire and acid spells or attacks deal
commonly their foreheads. half normal damage.
Like other similar constructs, silver golems may
be created by a wizard using a magical tome or by a
16th-level or higher wizard employing the proper
spells. Construction also requires a skilled
silversmith with a Craft (silversmith) skill of at least
+12. The smith must be employed for four months.
Once the smithwork is completed, the wizard must
invest another month in creation of the golem.
The materials cost is 54,000 gold pieces, at
least 5,000 of which must come from a
single ruby.
Silver golems understand and obey
fairly long and complex instructions from
their creators, including orders up to several
sentences in length. For this reason, wizards
often use silver golems as messengers,
bodyguards and even as personal attendants.
A few rare manuals for silver-golem
creation have been uncovered that are thought to
have been penned by the god Corean himself. Such
manuals create silver golems with a true rudimentary
intellect of their own. Despite their apparent intelli-
gence and consequent freewill, such golems have
unerringly served their creators thus far.
Once a silver golem is destroyed, the ruby can
possibly be pried from its housing and recovered.

85
CREATuRE COLLECTION

Golem, Wood
Medium-size Construct (Golem) Combat
Hit Dice: 7d12+35 (80 hp) The wood golem attacks using its fists in a
Initiative: -2 (Dex) single pounding attack.
Speed: 15 ft. Thorns (Ex): As a free action, the wood golem
AC: 18 (-2 Dex, +10 natural) may sprout thorns from its body. These deal an extra
Attacks: Fists +11 melee
two points of damage when it hits with its fist attack.
Damage: Fists 2d8+4
Anyone grappling the golem takes an automatic 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
damage each round.
Special Attacks: Thorns
Special Qualities: Damage reduction 12/+1, weapon Regeneration (Ex): The wood golem may re-
immunity (wood), SR 22, regeneration, generate one hit point per minute that it is in direct
wood construct contact with a living tree. The golem cannot be
Saves: Fort +12, Ref +0, Will +8 healed any other way.
Abilities: Str 18, Dex 6, Con 21, Damage Reduction 12/+1 (Ex): Wood golems
Int , Wis 10, Cha 2 ignore the first 12 points of damage from any strike
Skills: None from a ion-magical weapon.
Feats: None
Climate/Terrain: Any Weapon Immunity (Wood) (Ex): Wood
Organization: Solitary, grove patrol (1d4+1) golems are immune to any strikes from wooden
Challenge Rating: 5 objects, including all weapons with a wood
Treasure: None striking surface, whether such a weapon is
Alignment: Always neutral magical or not. This also means two wood
Advancement Range: 5-10 HD golems are immune to each other's
attacks.
Description Spell Resistance:
Wood golems are hu- The wood golem receives
man-sized constructs this spell resistance as
made from any hard wood normal except against any
that has died but not yet spells specifically targeted
begun to rot. Wood to plants or wood. It re-
golems are constructed by ceives its normal saving
druids through the use of throw against such spells,
an appropriate magical but not its spell resistance.
tome or by a druid of 14th Construct: As a creature
level or higher using of wood, a wood golem is
appropriate spells. The impervious to critical hits,
cost is 20,000 gold pieces, subdual damage and death
and construction requires from massive damage
two months. If the druid trauma. A wood golem is
spends an additional three immune to poisons,
months gathering diseases, blinding,
components herself, she deafness, drowning and
may eliminate the gold cost. spells or attacks that
Once animated, the golem affect respiration or
obeys simple commands given by its living physiology, and
creator. However, for each week of the cannot be stunned. It is
golem's animated life, the creator must roll a d100 not affected by attacks or spells of mind-altering
and if the result is 01-03, the golem immediately nature (enamoring or charming spells, for example),
loses its magical properties and becomes a lifeless or by spells based on healing/harming.
husk.
Druid followers of the Earth Mother Denev are
divided on the issue of constructing wood golems.
Some see it as a heretical practice more akin to
arcane magic than magic that involves the living
embodiments of nature. Others feel that if the Earth
Mother sees fit to grant them their incantations with
which to construct a golem, then Denev clearly does
not view these beings as heresy.

86
CREATuRE COLLECTION

Gore Beetle
Tiny Vermin
Hit Dice: 2d8+8 (17 hp)
Initiative: +1 (Dex)
Speed: 90 ft., climb 90 ft.
AC: 18 (+2 size, +1 Dex, +5 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6
Face/Reach: 2.5 ft. by 2.5/0 ft.
Special Attacks: Gas sacs
Special Qualities: Vermin
Saves: Fort +7, Ref +1, Will -2
Abilities: Str 8, Dex 13, Con 18,
Int 1, Wis 6, Cha 5
Skills: None
Feats: None
Climate/Terrain: Temperate to tropical urban or
subterranean areas
Organization: Solitary, nest (10-20 adults)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always neutral
Advancement Range: 1-3 HD (Tiny)

Description
The gore beetle is an armored insect the size of a Certain brave or foolhardy individuals
small dog, with a head dominated by four compound nevertheless risk the mandibles of the beetles to
eyes and a pair of large, saw-like mandibles. Gore carve open their noisome lairs and look for coins,
beetles range in color from a dull brown to a grayish- jewels or other items dragged along with pieces of
black, and their carapaces are often crusted with clots their former owners.

Combat
of dried blood and flesh from eating carrion hence
their gruesome name.
Gore beetles are common sights in large cities or When defending their nests, gore beetles attack
ruined castles, where there's plenty of refuse intruders aggressively, venting their gas sacs to irri-
available for constructing nests and rotting meat tate their foes and rushing forward to bite deeply
available to feed themselves and their young. The with their mandibles. As long as a nest is threatened,
primitive human natives within or at the edges of the beetles fight to the death.
southern jungles actually venerate these insects, Gas Sacs (Ex): Gore beetles shunt waste gases
considering them gifts from the earth goddess that from their digestive processes into a series of sacs
keep their villages clean. Most places, however, find located underneath their armor. When threatened,
the bugs a nuisance and put prisoners to work they vent this gas, inflicting nausea and eye irritation
eliminating their nests. on their victims. Targets within 10 feet of a beetle
Gore beetles collect bits of trash and waste and must make a Fortitude save (DC 15) or suffer a -2
build low, irregularly shaped nests to guard their modifier to all rolls for 1d4 rounds. A beetle can use
young and store food. They prefer to locate nests in this attack once per day.
dark, out-of-the way places such as narrow, blind
Vermin: Immune to mind-altering effects.
alleys and abandoned privies. Most times, the smell
alone is enough to warn curious passersby away.

87
CREATuRE COLLECTION

Gorgon, High
Medium-size Monstrous Humanoid A high gorgon resembles a solidly built human
Hit Dice: 9d8+27 (67 hp) man or woman with slightly grayish, almost glisten-
Initiative: +2 (Dex) ing skin. They have no body hair whatsoever a
Speed: 30 ft., swim 30 ft. fact that they often conceal with cosmetics, hoods or
AC: 19 (+2 Dex, +7 natural) wigs. A small seam runs from the bottom of the
Attacks: Scimitar +13 melee; breastbone down to just above the genitals. When the
or 8 bites +12 melee high gorgon wishes to reveal its true nature, the seam
Damage: Scimitar 1d6+3; bite 1d4+2 splits wide open, revealing a mass of intertwined
Face/Reach: 5 ft. by 5 ft./5 ft. (snakes 20 ft.) serpents that strike out at the gorgon's enemies. High
Special Attacks: Poison, spells gorgons usually have yellow, amber or brown eyes,
Special Qualities: Damage reduction 10/+1, immunities, and their teeth are unusually perfect.
SR 15 High gorgons speak Common flawlessly, and
Saves: Fort +9, Ref +5, Will +8
most know a few other languages. They can also
Abilities: Str 17, Dex 15, Con 17,
communicate in the Gorgon tongue, which they keep
Int 15, Wis 15, Cha 11
secret from others. High gorgons often pose as
Skills: Alchemy +6, Bluff +3, Concentration +8,
Decipher Script +4, Disguise +6, Hide members of obscure (and fictional) human cults,
+3, Intimidate +7, Knowledge (arcana) which generally convince adherents to grant a little
+6, Listen +3, Scry +2, Search +7, more indulgence to the sects'... unusual customs.
Spellcraft +3, Spot +5
Feats: Ambidexterity, Alertness, Extend Spell,
Quicken Spell, Weapon Focus (Scimitar)
Climate/Terrain: Any land, often urban or subterranean
Organization: Solitary, cabal (2-5)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful evil
Advancement Range: 8-12 HD (medium)

Description
One of the most twisted legacies that
the Titans left behind is Mormo's parting
gift to the world the gorgons. These
wretched creatures were birthed by
the Serpentmother some 50 years
before the Titanswar, and they
served their mother obediently.
They were certainly her most
faithful creation. Now that
Mormo has been hacked apart and
buried, the gorgons work secretly
to restore her.
There are two varieties of
gorgon the bestial low gorgon, and
the humanoid high gorgon. Although
nearly as different as humans and lions,
both varieties of gorgon are repulsively
interfer-tile; the females of both species
can be fertilized by males of either kind.
They lay clutches of 1d6 eggs, one in five
of which typically hatches into a high
gorgon the rest become low gorgons.

88
CREATuRE COLLECTION

High gorgons don't have an actual culture of Anyone bitten by a snake must make a
their own; they imitate human society as best they successful Fortitude saving throw (DC 19) or take
can, all the better to fit in. They gather in small 1d8 points of temporary Constitution damage. After
cabals to exchange information and magic, and they one minute, the victim must make a second saving
particularly prize any rumors that might lead to throw (same as the first) or suffer another 1d8
another piece of Mormo's severed remains. They temporary Constitution damage. If a victim is bitten
have no real allies among the other races (save low by multiple snakes during a gorgon's attack, the DC
gorgons), but they have been known to hire coal for the saving throw is raised by 1 for each bite after
goblins, werewolves and even manticora as needed. the first. For example, a character bitten by four
The Hornsaw Forest is a place of high pilgrimage to snakes would have to make a Fortitude saving throw
high gorgons, who visit an underground temple there at DC 22 for the fourth bite. However, a victim may
dedicated to the Titan's spilled blood. only suffer from one dose of venom at a time,
ignoring subsequent bites until the initial venom does
Combat has run its course. Once die minute has elapsed and
High gorgons usually try to conceal their true die venom has had its full effect, the character can be
nature if at all possible. They typically fight with poisoned again.
weapons and spellcasting as if they were human, Immunities (Ex): High gorgons are immune to
even to the point of adopting popular skirmish poisons and sleep-based attacks, and they suffer half
tactics. If there is no way to prevent their nature from damage from cold-based attacks.
being revealed, however, they pull their bellies open Snakes (Ex): A high gorgon can strike with up
to bite at opponents with their serpentine heads. to eight snakes at once; these serpents can be severed
Their lairs are often defended with traps, magical and if specifically targeted with an edged weapon (AC
otherwise, as well as a kennel of low gorgons. 20, 15 hp damage to sever). An average high gorgon
Poisoned Blade: High gorgons are in the habit has 10-15 snakes attached to its spine inside its
of anointing their weapons with an acidic poison par- abdomen.
tially derived from their own. Anyone wounded by a Spells: Each high gorgon can still draw on a
high gorgon's weapon must make a successful Forti- portion of its Titan-mother's power, granting the
tude saving throw (DC 18) or suffer 1d4+3 ability to cast spells as a sorcerer of a level equal to
additional points of damage. the creature's hit dice (usually 9th). They favor spells
Poison (Ex): The snakes growing from a high that diminish or warp their opponents, such as nec-
gorgon's belly are venomous. romantic or polymorph spells.

89
CREATuRE COLLECTION

Gorgon, Low
Large (Long) Beast
Hit Dice: 9d10+54 (103 hp)
Initiative: +2 (Dex)
Speed: 50 ft.
AC: 20 (-1 size, +2 Dex, +9 natural)
Attacks: Bite +14 melee, 2 claws +9 melee;
or tail lash +14 melee
Damage: Bite 4d4+6; claw 2d6+4; tail lash 1d8+6
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Acidic spittle, pounce
Special Qualities: Immunities, SR 18
Saves: Fort +12, Ref +5, Will +3
Abilities: Str 22, Dex 15, Con 23,
Int 7, Wis 11, Cha 13
Skills: Climb +8, Hide +4, Jump +8, Listen +8,
Move Silently +7, Spot +5
Feats: Run, Track
Climate/Terrain: Temperate and warm, thick forests;
broken lands and underground
Organization: Pack (2-5), breeding herd (11-30)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement Range: 8-12 HD (large), 13-15 (huge)

Description
It seems impossible to believe that the bestial A low gorgon typically focuses its claws and
low gorgons are related to their humanoid cousins, bite on one opponent, not relenting until it has felt its
but that's exactly the case. Where the high gorgons victim die in its jaws; it reserves its tail lash attack
are intelligent and subtle, the low gorgons are raven- for those trying to flank it. When they hunt in packs,
ing and animalistic. Still, the blood of Mormo ties low gorgons demonstrate even further cunning,
them to their bipedal cousins, and the two races are seeking out spellcasters, archers and other ranged
often found in one another's company. combatants actively. (They even leap over the heads
A low gorgon looks something like a reptilian of defenders if necessary.) If directed by a high
lion, with a ruff of writhing snaky tendrils where a gorgon, low gorgons are capable of following
mane would be. Its dark-green scales are thick, complicated plans, although their natural impatience
almost metallic, and its long, flexible tail ends in a can sometimes hinder their efficiency.
bony knob like a mace. Acidic Spittle (Ex): A low gorgon's saliva is
Low gorgons are rather more common than their remarkably acidic; the beast is capable of chewing
"high" brethren, but they still tend to avoid civiliza- through iron bars. Its bite attack inflicts an additional
tion unless they are imported by their kin. A few 1d6 points of acid damage to its prey. If the gorgon
people have managed to train low gorgons as achieves a critical hit on its bite attack, the bite
watchbeasts by raising them from the egg, but the damage is doubled and the acid damage is tripled.
gorgons have to be monitored carefully at all times Immunities (Ex): Low gorgons cannot be poi-
lest they turn on their masters at the first sign of soned.
weakness.
Pounce (Ex): A low gorgon can leap as far as
Combat 30 feet (15 feet vertically) in order to attack with its
claws; this attack is treated as a charge (+2 bonus to
Low gorgons are malicious brutes that seem to attack roll, -2 penalty to AC). It can attack in such a
take exceptional pleasure in ripping living creatures fashion from above. Thanks to its strength and agil-
apart with their teeth and claws. They stalk their prey ity, a low gorgon takes no damage from falls of 60
for as long as they can, seeking to leap on the victim feet or less as long as it is conscious and mobile.
from above.

90
CREATuRE COLLECTION

Great Harrier
Huge (Long) Beast Rumors abound of wild harriers living in forest
Hit Dice: 20d10+40 (150 hp) or mountainous regions, but as of yet, no true
Initiative: +8 (+4 Dex, +4 Improved Initiative) sightings have been confirmed. Should a harrier be
Speed: 40 ft, fly 150 ft. captured, many nobles would pay a wealthy ransom
AC: 12 (-2 size, +4 natural) for it.
Attacks: Bite +23 melee, 4 claws +18 melee;
2 wings +18 Combat
Damage: Bite 2d6+5, claw 2d6+2, wing 1d6 In combat, a harrier is unrelenting. A victim
Face/Reach: 10 ft. by 30 ft. / 10 ft. usually can do nothing but look in awe as the
Special Attacks: Awesome presence, ward screeching beast descends in a whirlwind of claws
Special Qualities: Immunity, keen senses and fury.
Saves: Fort +8, Ref +16, Will +5
Abilities: Str 20, Dex 18, Con 15, Awesome Presence (Ex): A harrier is capable
Int 7, Wis 9, Cha 23 of entrancing foes with the terrifying nature of its
Skills: Listen +20, Search +30, Spot +28 magnificent beauty whenever it attacks, charges or
Feats: Alertness, Flyby Attack, Improved flies overhead. Creatures with 20 or fewer Hit Dice
Initiative, Power Attack (except for the Urians) within 210 feet of the harrier
Climate/Terrain: Forests and mountains must succeed at a Will save (DC 21) to avoid this
Organization: Solitary, pair or cavalry patrol (5 - 8) fear effect. On a failure, creatures with four or fewer
Challenge Rating: 8 HD become panicked for 4D6 rounds and those with
Treasure: Standard five or more HD become shaken for 4d6 rounds.
Alignment: Usually neutral good Ward (Sp): A harrier, once per day, is capable
Advancement Range: 21-23 of crafting a seal of protection around itself and its
Description rider, which appears as a radiant sphere that encircles
it. When used, the harrier and its rider gain a +10
The greatest of beasts employed by the elves of deflection bonus to AC. This seal lasts for five
Uria, a great harrier is a magnificent sight to behold rounds.
in the skies of the Scarred Lands. During the Titans
Immunity (Ex): Known as a symbol of valor,
War, they were at the forefront of the Corean
harriers are immune to any fear inducing effects.
cavalries, talons unflinchingly rending the armies of
their foes. In the present, though known mostly for Keen Senses (Ex): A harrier sees three times as
their use in scouring the Scarred Lands for dragons well as a human in low-light conditions and four
and other great Titanspawn, harriers are mainly used times as well in normal light. The harrier also gains a
to scout, patrol and defend Uria, one of the many +8 bonus to Spot checks in daylight.
islands west of Ghelspad. Difficult to train but Flyby Attack: The harrier can attack at any
amazingly loyal, these beasts are revered by Urians point during, before, or after its move if it is flying.
as an almost holy animal. Non-combatant Urians on
important missions often use them for travel as they
can protect their riders from harm as well as take a
battle to
an enemy.

91
CREATuRE COLLECTION

Great Swan, The


Medium-size Animal creating a new alliance of man and dwarf against
Hit Dice: 6d8+6 (33 hp) Virduk.
Initiative: +0 Whether this story is true or not, witnesses
Speed: 10ft, Fly 100 ft., swim 15 ft. report sightings of a great, solitary swan all over the
AC: 20 (natural) Scarred Lands, often in kingdoms where the people
Attacks: Peck +4 melee; wing slap +4 melee need an enlightened, just hero to lead them against
Damage: Peck 1d4-2; wing slap 1d6-2 oppression. It is said that anyone whom the swan
Face/Reach: 5ft. by 5ft./5ft. presumably the very embodiment of Adurn's soul
Special Attacks: None allows to touch it is blessed as a leader among men.
Special Qualities: Blessing, damage reduction 20/, Those who have been so favored make it a custom to
SR 30 bear a swan insignia as their heraldic symbol, al-
Saves: Fort +3, Ref +2, Will +9 though some imitators seek to gain the recognition
Abilities: Str 7, Dex 10, Con 13, that only these chosen deserve.
Int 18, Wis 18, Cha 18 It is known widely that swan-images of any kind
Skills: Animal Empathy +6, Escape Artist +8, are outlawed in Calastia (where King Virduk's hatred
Intimidate +6, Listen +4, Sense Motive
+12, Spot +3, Swim +5, Wilderness Lore
of birds is ever-growing), and the animals are even
+4 hunted and killed in the kingdom.

Combat
Feats: Alertness
Climate/Terrain: Any
Organization: Solitary The Great Swan never fights, not even in self-
Challenge Rating: 3 defense. If anyone should seek to attack it, it simply
Treasure: None flies off beyond harm. It does the same to almost all
Alignment: Always lawful good who would try to touch it, except for those destined
Advancement Range: None to lead kingdoms with an even and fair hand.

Description
Blessing (Su): A person who touches the Great
Swan is explicitly allowed to by the creature and is
When warrior-hero Adurn of Vesh fell at the blessed as a result. He gains a point of Wisdom
Battle of Twisted Timbers, his crestfallen knights automatically, and he is capable of the Leadership
and men-at-arms set his remains adrift on a funeral feat thereafter, despite his level.
pyre across Mountain's Tear Loch (now called
Adurn's Tear). Although the army (interceding on
behalf of the defeated dwarves of Burok Torn) had
won its battle against Calastia and Boy-King Virduk,
the spirit of Adurn's army was broken by the loss of
its leader. It was only a matter of time before Virduk
would rally his forces and strike back against the
army that dared defy him. The priests tried in vain to
appeal to Corean for aid, but the god would make no
move since the battle was of their own choosing. In
desperation, the priests accompanying Adurn's army
prayed to Madriel the Redeemer for mercy, to help
find a new champion who might rise to inspire the
demoralized troops.
Almost immediately, the priests received a sign.
Rather than burn out in the space of a night, Adurn's
pyre burned for seven nights and cast a dancing light,
in the shape of a swan in flight, across the looming
Kelder Mountains. On the seventh night, Prince
Thain, son of recently deceased King Gontric of the
dwarves, descended from the mountains to thank his
unsolicited allies, explaining that a great lowlands
swan had called to him in his dreams and promised
to save his people. It was then, upon Thain's arrival
that a majestic swan took wing from the last ember
of Adurn's pyre and disappeared beyond the horizon.
Adurn's priests were no fools, and they beseeched
Thain to become the adopted lord of their army,

92
CREATuRE COLLECTION

Grippett
Large (Long) Beast A typical grippett stands 6 feet high at the
Hit Dice: 3d8+3 (17 hp) shoulder, extends some 20 feet from nose to tail. It
Initiative: +5 (+1 Dex, +4 Improved Initiative) weighs approximately 1,000 pounds. When not using
Speed: 30 ft., climb 20ft. its chameleon ability, its skin is a light brown or
AC: 13 (-1 size, +1 Dex, +3 natural) green laced with purple stripes. It has sharp teeth and
Attacks: Bite +2 melee; 2 claws +0 melee; or claws, which it uses to climb effectively and hunt
tongue +5 melee prey.
Damage: Bite 1d6+1; claws 1d6; tongue 1d8
Face/Reach: 5 ft. by 15 ft./5ft. (15 ft. with tongue) Combat
Special Attacks: Swallow The preferred tactic of a grippett is to track a
Special Qualities: Chameleon skin, mimic, darkvision 60 ft. potential meal for long periods of time listening to
Saves: Fort +4, Ref +2, Will +1 noises that the grippett can then imitate. Then it finds
Abilities: Str 10, Dex 13, Con 12, a suitable hiding spot and waits while imitating these
Int 6, Wis 10, Cha 11 noises in hopes of luring prey. If the grippett
Skills: Hide +11, Listen +6, Move Silently +10,
succeeds in capturing prey, it climbs or runs to a safe
Spot +10
spot to finish chewing its meal. If it fails to get a
Feats: Improved Initiative, Multiattack
victim into its mouth, the grippett resorts to raking
Climate/Terrain: Forests
attacks with its claws and teeth.
Organization: Solitary or pair
Challenge Rating: 3 Chameleon Skin (Ex): Grippetts receive a +10
Treasure: None bonus to Hide checks due to their ability to blend
Alignment: Usually neutral into their surroundings.
Advancement Range: 4-6 HD (Large) Mimic (Ex): The grippett can imitate any noise

Description
that it can remember. A successful Listen check (DC
19) is required to detect the ruse.
The grippett is a nocturnal, reptilian creature Swallow (Ex): Grippetts prefer to attack Size
with striped skin and a large, prehensile tongue. Small or smaller prey since it can use its tongue to
Known for its abilities to blend into forests and reel such prey in and swallow them whole. The
mimic any noise it has heard, this creature lures grippet's critical threat range with its tongue is 16-20,
unsuspecting adventurers into traps by imitating prey and if it succeeds with a critical hit with its tongue,
or fellow party members. the victim is pulled into the grippett's maw (instead
The grippett is capable of extending its tongue of doing an additional die of damage). Once in the
up to fifteen feet and can pull most smaller creatures grippett's mouth, the victim can only attack with
right into its mouth to eat them whole. Larger prey is hand damage or with small melee weapons if they
avoided or killed with the grippett's powerful jaws were already holding such when pulled into the maw.
and claws, while the grippett uses its mimicry to join The victim takes 2d6 damage per round until dead
the chorus of its victim's own death scream. (and then swallowed) or until the grippett dies. The
A grippett resembles a large gecko lizard with a grippett may not attack with its tongue while it has
jaw that is hinged like a snake for swallowing prey. prey in its mouth.

93
CREATuRE COLLECTION

Hag
More than simply witches or sorceresses, hags They spirited away likely candidates to their
are a different breed of creature entirely demented secluded wilderness lairs, there teaching the mortal
female monsters, corrupted by the influence of the women the dark ways of witchcraft bequeathed them
titan of witchcraft. Women who have been cruelly by their colossal mother.
ostracized from their homes, abducted by hags them- Even today, the hags still gather recruits, al-
selves or who delve too deeply into the mysteries of though their ability to create more of their ilk has
Mormo have all become hags. The dark blessings of been severely impaired by the severing of Mormo.
Mormo infused these women with strange elemental They still select women who have suffered exile,
power, allowing them to align themselves with the although some will also choose young women from
forces of the night and the darker aspects of nature. contented homes, plotting to ruin their young
The arcane pact they swore with Mother Mormo charges' lives out of spite. Female spellcasters who
keeps them from aging once they've achieved crone- demonstrate strong magical talent and intense
hood, at which point the passage of time does ambition are particularly prized targets.
nothing but make her more powerful and more
deeply attuned to her The Metamorphosis
elemental power. The hag feeds the
Hags typically woman a diet of strange fruits
embody all the less at- and herbs, raw fish,
tractive features of poisonous berries, gulls'
old women: gaunt heads, fungal tea or whatever
bodies, pendulous bilious concoction is
dugs, sharp noses, appropriate to begin the
pointy chins, warts evolution. Step by step, the
and hairy moles. This woman casts aside her
does not bother a hag humanity (or has it stripped
at all. It is not for from her by her
beauty that hags live, "grandmother"); by the time
but for power. They she reaches late middle age,
receive it at the she has mastered the
cost of their elemental ways of the hag
humanity. Hags are women.
huge, often standing
10 feet or more in Untrained Hags
height, a side-effect of Not all hags are brought
the strange process into being by other hags.
that makes them what There are some women who
they are. As a woman feel such deep hatred, an-
becomes a hag, her guish or rage that it sustains
teeth become longer them through circumstances
and sharper, her skin that would normally kill
hardens, she becomes them. Sages are not quite sure
wiry and tough, and she develops an understanding how such creatures "spontaneously" erupt, although
of the forces of nature, so that she is able to Yugaman has a theory, of course: hidden pools of
manipulate it in accordance with her will. On the Mormo's blood, bile or breast-milk shed during the
whole, hags are deeply hateful individuals, despising Divine War.

Common Hag Powers


the humanoid races with a passion and preying on
them whenever opportunity permits. Hags frequently
adorn themselves with the remains of their victims, All hags have a strange affinity for the beasts of
wearing the bones, scalps or skins of those who have their terrain and are able to communicate with any
crossed their paths as horrific trophies. animal or beast (magical or otherwise) native to their
Traditionally, any woman who was driven from territory. All hags have some spellcasting ability and
her home, especially for unjust reasons, could are treated as sorceresses. Several use charm effects
become a hag by offering herself to Mormo for to gather a bodyguard of creatures around them.
deliverance and retribution. Although Mormo, like Hags are also able to brew potions, and some may be
all titans, cared little for actual prayers, her hag- talented at creating magical items of other sorts.
children once used their divination powers to
determine where next they might find a future sister.

94
CREATuRE COLLECTION

Hag, Brine
Large (Tall) Humanoid (Hag)
Hit Dice: 10d8+50 (95 hp)
Initiative: +2 (Dex)
Speed: 40 ft., swim 80 ft., climb 10 ft.
AC: 20 (-1 size, +2 Dex, +9 natural)
Attacks: Bite +13 melee, 2 claws +8 melee
Damage: Bite 1d10+4; claw 2d8+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spells
Special Qualities: Breathe water, darkvision 120 ft., scry
Saves: Fort +14, Ref +6, Will +4
Abilities: Str 19, Dex 14, Con 21,
Int 15, Wis 13, Cha 14
Skills: Alchemy +4, Animal Empathy +5,
Handle Animal +10, Intimidate +10,
Knowledge (ocean) +15, Scry +13,
Swim +20
Feats: Brew Potion, Great Fortitude,
Lightning Reflexes
Climate/Terrain: Deep ocean
Organization: Solitary, pair
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement Range: 10-13 HD (Large)
Brine hags frequently keep sharks as pets and
Description guards for their demesnes. They may boast other
Brine hags are creatures of the deepest oceans, marine creatures as allies and pets as well.
where they squat in lairs made of sharp stones, whale
bones and sea shells. These gaunt monsters stand Combat
nearly twice the size of a man, with dark greenish- Brine hags fight intelligently, using their ele-
gray skin. Their noses and chins are cruelly pointed, ment to best advantage. They often open a combat by
their arms are disproportionately long, and their trying to hurl armored opponents into the water to
webbed, clawed hands and feet are unnaturally large. drown, then attacking less heavily-armored foes with
A brine hag often decorates the sea floor near her lair their terrible teeth and claws. Brine hags tend to use
with rocks, bones, the wreckage of ships and their spells to whittle down their foes' strength before
anything else she can find to mark her territory. combat or to execute last-minute escapes; brine hags
Brine hags with "apprentices" in training tend to pick prefer to taste blood on their tongues in combat and
caverns with air pockets or isolated islands so that do not like fighting from a distance.
their "granddaughters" can survive until the time of Spells: Brine hags are accomplished
metamorphosis. spellcasters, functionally the equivalent of 10th-level
Reclusive in the extreme, brine hags rarely come sorcerers (individuals may range higher or lower by
to the surface, preferring to remain in the depths, up to five levels). They favor spells that control
away from the hated mortal races. From time to time, water and weather, as well as summoning spells.
a brine hag may swim up to the surface, climb the
side of a passing ship and drag a victim down to her Breathe Water (Ex): Brine hags can breathe in
lair as a means of putting variety in her diet. Other water or air, though they're more comfortable breath-
times, a hag might rise to the surface to frolic and ing the cold dense water of the deep ocean.
ride the violence of a particularly fierce storm or to Scry (Su): When brine hags do take an interest
enter into battle with a storm hag. Innocent in the surface, they are able to watch from a distance
bystanders can and do get caught in the middle of the in their scrying shells, the iridescent shells of giant
vicious battles between brine and storm hags. Some oysters that the brine hag has prepared for her own
believe the hags deliberately fight when there are use. This scrying is sight-only and can be maintained
mortals at hand as a way of introducing an for up to an hour a day; the hag may divide this time
interesting random element into the conflict. into multiple scrying sessions if she chooses.

95
CREATuRE COLLECTION

Hag, Cavern
Large (Tall) Humanoid (Hag)
Hit Dice: 9d8+45 (95 hp)
Initiative: +2 (Dex)
Speed: 50 ft, climb 60 ft.
AC: 23 (-1 size, +2 Dex, +12 natural)
Attacks: Bite +13 melee, 2 claws +8 melee
Damage: Bite 2d8+5; claw 2d6+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spells
Special Qualities: Blindsight, immunities, damage
reduction 5/+1
Saves: Fort +13, Ref +5, Will +4
Abilities: Str 21, Dex 15, Con 21,
Int 17, Wis 13, Cha 15
Skills: Alchemy +5, Animal Empathy +5, Climb
+15, Heal + 2, Intimidate +8, Intuit
Direction +5, Jump +7, Knowledge
(nature) +10, Listen +5, Move Silently
+10, Spot +8, Swim +5, Wilderness Lore
+10
Feats: Blind-Fight, Brew Potion, Endurance,
Great Fortitude, Power Attack, Sunder
Climate/Terrain: Underground (caverns only)
Organization: Solitary, pair

Combat
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful evil A cavern hag generally prefers to ambush her
Advancement Range: 7-10 HD (Large) victims. She almost always has means to extinguish
intruders' light sources (particularly spells). Once her
Description prey has been blinded, she sends in any pets she
Cavern hags are those hags who went under- might possess to attack, hurling more spells as she
ground and learned the secrets of earth and stone. By advances. If a group seems particularly strong, she
the time she attains full hag status, a cavern hag's shadows them as they pass through her territory,
eyelids have permanently grown together, making picking off any stragglers one by one.
her stone blind but no less dangerous for that. A Spells: A cavern hag has the spellcasting ability
cavern hag can smell an enemy's whereabouts to of a sorcerer of a level equivalent to her hit dice. She
within inches. favors spells that create darkness, manipulate stone
The cavern hag devotes much of her time to her and earth and summon monsters to fight for her.
alchemy; her acute sense of smell allows her to Blindsight (Ex): The cavern hag can sense her
easily distinguish one material from another, thus surroundings and nearby creatures in total darkness
negating any handicap her blindness might otherwise by scent, hearing and the vibration of the air (which
give her. A cavern hag is torn between hate and she detects through the fine hairs growing from her
resentment for all mortals and a buried longing for moles). She suffers no penalties in melee combat and
human companionship; most cavern hags can detect all foes within 120 feet as a sighted
compromise by making their lairs in deep caves near creature would (beyond that range, targets count as
human settlements, where they can capture humans totally concealed). Negating the cavern hag's sense
to torture and devour when the loneliness grows too of hearing or smell reduces her blindsight, although
acute. Subterranean beasts are the closest thing to a she still fights as if using the Blind-Fight feat.
cavern hag's friends, particularly monstrous vermin;
some cavern hags have even managed to tame Immunities (Ex): Immune to illusions, visual
effects, gaze attacks and other attack forms that rely
barrow worms as pets.
on sight.

96
CREATuRE COLLECTION

Hag, Ice
Large (Tall) Humanoid (Hag)
Hit Dice: 7d8+31 (62 hp)
Initiative: +3 (Dex)
Speed: 50 ft., climb 10 ft
AC: 20 (-1 size, +3 Dex, +8 natural)
Attacks: Bite +4 melee, 2 claws +9 melee
Damage: Bite 2d8+1; claw 1d8+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Breath weapon, heat drain, spells
Special Qualities: Immunities, scent
Saves: Fort +9, Ref +5, Will +6
Abilities: Str 17, Dex 16, Con 19,
Int 17, Wis 15, Cha 14
Skills: Animal Empathy +10, Balance +5, Hide
+5, Intimidate +10, Knowledge (nature)
+10, Listen +5, Scry +8, Spot +5,
Wilderness Lore (arctic) +10
Feats: Iron Will, Toughness
Climate/Terrain: Frozen or arctic land
Organization: Solitary, pair
Challenge Rating: 6
Treasure: Standard
Alignment: Usually lawful evil
Advancement Range: 8-10 HD (Large)

Description
Wrapped in a tattered, dirty collection of the Breath Weapon (Ex): An ice hag can breathe a
hides of their prey, ice hags haunt the northern lands, cone of freezing air and sharp snow crystals at her
feeling it their sacred duty to protect the White enemy, causing 2d4 points of damage and blinding
Wastes of Fenrilik (where even the faceless giants do the victim for 1d4 minutes. A successful Reflex save
not tread) from incursions by humanoids. They haunt (difficulty 15) halves the damage and prevents
the wilderness outside settlements, avenging them- blindness.
selves on the mortals who once sent them outside to Heat Drain (Su): The touch of an ice hag sucks
die of exposure. heat and life from victims who fail a Fortitude save
Ice hags may dig dens in the ice for themselves (DC 14). Each round the hag makes contact, if her
and any attendant animals to sleep in. An ice hag victim fails the Fortitude save, she deals an
may have various animal followers, from dire wolves additional 1d12 points of cold damage to her victim.
to polar bears; they have also been known to strike Hit points drained in this way are added to the hag's
pacts with sleet devils to share prey. At least one ice hit point total, up to her normal hit points +10. Hit
hag of notable age and cunning has positioned points above her normal max fade at the rate of one
herself as the chieftainess of a tribe of ice ghouls, every 10 minutes. Any damage a hag inflicts in this
who bring her meat in exchange for her guidance and way is in addition to her normal physical attacks;
strength. however, an ice hag may drain any given opponent's

Combat
heat only once per round.
Spells: An ice hag is a potent spellcaster, with
Unless her victim is a lone wanderer or the full abilities of a sorcerer of a level equal to her
obviously easy prey, an ice hag tends to order her hit dice.
menagerie of arctic allies to attack a party to soften
Scent (Ex): The ice hag can sense creatures by
the interlopers up. Once the party has been weakened
smell with a range of 80 feet (if she's downwind), 20
and she has evaluated their tactical preferences
feet (if she's upwind) or 40 feet (if the air is still).
the hag either attacks directly, using her breath
weapon against the most dangerous spellcasters, or Immunities (Ex): Ice hags are immune to cold
stalks the party, picking them off one at a time as and take double damage from fire on a failed saving
they sleep. Her vicious claws and terrible strength throw. They are also immune to paralysis and sleep
serve an ice hag well in hand-to-hand combat. effects.

97
CREATuRE COLLECTION

Hag, Moon
Urge (Tall) Humanoid (Hag)
Hit Dice: 12d8+96 (150 hp)
Initiative: +4 (Dex)
Speed: 60 ft., climb 20 ft., fly 60 ft., swim 30 ft.
AC: 24 (-2 size, +4 Dex, +12 natural)
Attacks: Bite +11 melee, 2 claws +16 melee
Damage: Bite 2d8+2; claw 2d8+5
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Stunning touch, spells
Special Qualities: Flight, invisibility, damage reduction
10/+2, SR 16, magic items
Saves: Fort +12, Ref +8, Will +12
Abilities: Str 20, Dex 18, Con 27,
Int 17, Wis 18, Cha 18
Skills: Animal Empathy +10, Climb +5, Heal
+10, Intimidate +12, Intuit Direction +5,
Jump +7, Knowledge (arcana) +5,
Knowledge (nature) +10, Listen +5,
Move Silently +3, Scry + 15, Spellcraft
+10 Spot +5, Swim +5, Wilderness Lore
+10
Feats: Blind-Fight, Brew Potion, Craft Wand,
Empower Spell, Sunder
Climate/Terrain: High mountains and underground
Organization: Solitary, pair
Challenge Rating: 9 She frequently enters the presence of her
Treasure: Standard enemies unseen, then begins using her spells and
Alignment: Usually lawful evil magic items to best effect. After her allies have
Advancement Range: 13-18 HD (Large) scattered her foes, the moon hag attacks physically,
slashing with her huge claws and biting with her
Description enormous teeth.
The most powerful of all the Scarred Lands' Invisibility (Su): A moon hag may turn
hags, moon hags hold dominion over nature, invisible at will but only during the night hours. Her
madness and night. These monstrous crones stand invisibility is dispelled if she attacks, but she may
twice the height of a man when they draw reactivate it the next round.
themselves fully upright; their dark skin gleams with Stunning Touch (Ex): Anyone hit by a moon
strange oils and their wide eyes shine with madness. hag must succeed on a Will save (DC 16) or become
They typically prefer to live in high, craggy stunned for 1d6 rounds. Multiple hits require
mountains or deep woods. They choose only the multiple saves.
bitterest and most magically apt women as
Flight (Su): A moon hag can fly as quickly as
candidates for the metamorphosis.
she can run.
A moon hag's boundaries are often marked with
piles of blood-stained stones and odd bundles of Spells: Moon hags, as the most powerful
bones and sticks. Anyone who wanders past these spellcasters among hagkind, have access to the
signs, whether from ignorance or recklessness, takes spellcasting power of a sorcerer two levels higher
his life into his own hands. Moon hags have a power- than the hag's hit dice. They tend to use a mix of
ful affinity for the beasts of the night; their allies beguiling, stealth and necromantic spells. They may
have been known to include bat devils, murdersprites also cast divine spells from the Air, Animal, Healing,
and even high or low gorgons. Coal goblins, Luck and Water domains as a cleric of level equal to
werewolves, harpies and other night-beasts faithful the hag's hit dice.
to Belsameth avoid moon hags, who in return hate Magic Items: A moon hag will usually carry at
the newcomers and their goddess. least one wand and two potions that she crafted
herself. Such items are usable by mortals, but often
Combat have unpleasant side effects a wand might curse
A moon hag likes to enthrall her victims with its wielder with ugliness, a potion might cause rapid
spells before she closes in for the kill. She takes a hair growth while in effect, and so on.
deep delight in sowing terror and confusion in her
enemies.

98
CREATuRE COLLECTION

Hag, Storm
Urge (Tall) Humanoid (Hag)
Hit Dice: 9d8+45 (85 hp)
Initiative: +5 (Dex)
Speed: 40 ft., fly 80 ft. (good)
AC: 19 (-1 size, +5 Dex, +5 natural)
Attacks: Bite +7 melee, 2 claws +7 melee,
and 2 hair grapples +12 melee
Damage: Bite 2d6+2; claw 1d8+2;
hair grapple special
Face/Reach: 5 ft. by 5 ft./10 ft. (20 ft. for hair)
Special Attacks: Hair grapple, spells
Special Qualities: Damage reduction 5/+1, flight
Saves: Fort +8, Ref +11, Will +6
Abilities: Str 19, Dex 20, Con 20,
Int 12, Wis 16, Cha 14
Skills: Intuit Direction +10, Knowledge (nature)
+5, Listen +8, Spot +5
Feats: Brew Potion, Flyby Attack
Climate/Terrain: Aerial
Organization: Solitary, pair
Challenge Rating: 7
Treasure: None
Alignment: Usually chaotic evil
Advancement Range: 10-12 HD (Large)

Description
Storm hags are horrible crones that have Combat
shrugged off the tyrannical grip of gravity and Storm hags are prone to flying down, catching
mastered the secrets of the air. Once a storm hag their prey in their hair and then swooping back up
reaches the point in her maturation process where into the sky, where they maul their opponents one-
she takes to the air, she dislikes touching the ground on-one with their cruel claws and terrible teeth. If a
again; she will only do so in order to instruct a storm hag is not happy with the way a struggle is
"granddaughter" or to brew a potion. Storm hags going, she lets her prey drop to the ground and tries
sleep in dark clouds during the day and come out to again after the fall has softened it up a bit.
hunt at dusk. Their skin is a silvery, dusky gray like Hair Grapple (Ex): The long hair of a storm
that of a storm cloud, their yellow eyes flash like hag often appears to be blowing in the wind, but it's
lightning, and their long white hair balloons out actually under her full control. Storm hags get an
around them as if constantly stirred by wind. additional two grappling attacks per round; these
A storm hag hunts her prey from above, provoke no attacks of opportunity. The hag can
swooping down to carry off children or other small strangle or constrict grappled victims on successive
creatures to devour. Storm hags are leaner and more rounds (ld6+4 damage per round) while making
nimble than their sister hags, granting them the further grapple attacks. At most, a storm hag can
ability to soar and swoop as nimbly as bats. Of all entangle 4 medium-size, 6 small, 12 tiny or 24 fine
the hags, the storm hag is least likely to have animal creatures at once. The hair of a storm hag has a
or beast allies at her beck and call; few creatures can Strength rating of 15; it takes 10 points of damage
keep up to her liking. from an edged weapon to sever a given lock.
Spells: Storm hags have the spellcasting ability
of 9th-level druids. They favor weather-controlling
magic above all other spells.
Flight (Su): A storm hag is capable of wingless
flight.

99
CREATuRE COLLECTION

Hag, Swamp
Large (Tall) Humanoid (Hag)
Hit Dice: 7d8+28 (59 hp)
Initiative: +3 (Dex)
Speed: 40 ft., swim 40 ft.
AC: 17 (-1 size, +3 Dex, +5 natural)
Attacks: Bite +4 melee, 2 claws +9 melee
Damage: Bite 1d8+1; claw 1d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spells
Special Qualities: Camouflage, immunities
Saves: Fort +6, Ref +5, Will +7
Abilities: Str 17, Dex 16, Con 19,
Int 17, Wis 15, Cha 11
Skills: Animal Empathy +5, Climb +10, Handle
Animal +5, Heal + 5, Hide +4, Intimidate
+4, Intuit Direction +3, Knowledge
(nature) +10, Listen +5, Move Silently
+10, Spot +10, Swim +7, Wilderness
Lore +10
Feats: Brew Potion, Track
Climate/Terrain: Warm swamps or bayous
Organization: Solitary, pair
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful evil

Combat
Advancement Range: 8-10 HD (Large)

Description Swamp hags are wily opponents. Their deadliest


Swamp hags lair in the deep bogs, swamps, bay- advantage is their knowledge of the swamps they in-
ous and marshlands that civilized creatures avoid. habit. By using their camouflage abilities, swamp
They are the smallest of their kind, rarely reaching hags can track a party for hours or days, harrying and
nine feet in height. Their skin is typically a greenish weakening them if necessary. When the hag decides
brown, and their eyes are a bright, sickly yellow. A to enter combat, she always does so on her terms. A
hag typically likes to "enhance" her appearance with swamp hag will typically have her beasts enter the
whatever materials are at hand moss, crocodile battle first to scatter or weaken the party, then the
skulls, iridescent beetle shells and myriad twigs, hag herself will enter the fray. Swamp hags despise
teeth, bones, skins and baubles are all likely clerics. While stalking a group, a swamp hag will
adornments. The more bones a swamp hag wears, the identify the priests and healers in the party and make
more power over life and death she displays. sure that they are poisoned by spiders, crushed by
Swamp hags are remarkably religious and share snakes or eaten by crocodiles before she turns her
a common devotion for "Mama Mormo." Although attention to any other opponents.
they dislike leaving their fens, swamp hags are more Spells: Like their sisters, swamp hags are quite
willing than most to aid attempts to restore Mormo to talented at the magic arts. A swamp hag has the
health and power. They often cooperate with high spellcasting power and spells of a 7th-level druid.
gorgons toward this very end. They prefer spells that convince animals and plants
Like their cousins, swamp hags enjoy the com- to attack, ensnare or otherwise overbear their foes.
pany of beasts. These hags tend to have the largest Camouflage(Ex): Swamp hags have greenish-
menageries of any of their ilk. A swamp hag is rarely brown skin that makes them hard to spot in a swamp,
found without a contingent of monstrous vermin, but they can also change color to blend even more
reptiles or other swamp beasts as pets and perfectly with their surroundings. When in swampy
bodyguards. Swamp hags are strangely domestic and terrain, they gain a natural +15 bonus to Hide checks
build huts that they guard ferociously. as long as they remain perfectly still.
Immunities (Ex): Swamp hags are immune to
all poisons and disease.

100
CREATuRE COLLECTION

Halfling
Small Humanoid Some entire communities have a transient
Hit Dice: 1d8-1 (3 hp) existence, staying in places only as long as they can
Initiative: +2 (Dex) support the travelers. Adventurers often emerge from
Speed: 20 ft., climb 10 ft. halfling culture to better their lot in life and may
AC: 14 (+1 size, +2 Dex, +1 padded armor) come to trust individuals of other races, as long as
Attacks: Club +1 melee; stone +6 ranged that confidence is earned.
Damage: Club 1d6-1; stone 1d4-1 Although the halflings of the Scarred Lands
Face/Reach: 5 ft. by 5 ft./5 ft. would like nothing better to live in peace and com-
Special Attacks: Throwing fort, they are rarely able to, eking out a meager
Special Qualities: Fearless existence and sometimes being quite thin as a result.
Saves: Fort +0, Ref +3, Will +1 Halflings speak their own language and Com-
Abilities: Str 8, Dex 14, Con 10, mon. Most also speak Dwarven.
Int 12, Wis 12, Cha 13
Skills: Balance +2, Climb +2, Hide +4, Jump Combat
+2, Listen +2, Move Silently +2, Spot +2,
Halflings aren't bom for the battlefield; they're
Tumble +2
typically too small and passive to defeat armies.
Feats: Alertness
When roused, however, they resort to guerrilla tac-
Climate/Terrain: Temperate lands, often on the outskirts
of other civilized races' communities tics, striking and retreating, staging ambushes and
Organization: Outing (3-6), gathering (7-20, plus 1 raining missiles down upon a foe.
leader of 3rd to 4th level), community Throwing: Halflings receive a +2 bonus to at-
(21 -100, plus 1 leader of 5th to 7th tack rolls with thrown weapons. This bonus is
level, 2-3 advisors of 3rd or 4th level, included in their Attack statistic above.
and 1 2nd-level constable per 15
people) Fearless (Ex): Due to their ancestral and cul-
Challenge Rating: 1/4 tural abuse, halflings have developed a fearlessness
Treasure: Standard and receive a total +2 morale bonus on saving throws
Alignment: Usually neutral against fear.
Advancement Range: By character class

Description
The halflings of the Scarred Lands are in many
ways a beleaguered people. Though they claim their
own origins, faith, culture and society, they are often
dismissed, abused or overlooked by other "civilized"
races, probably because of halflings' diminutive stat-
ure and largely non-confrontational demeanor.
Perhaps the most widely accepted origin for halflings
(accepted by other races anyway) is that the little
people were birthed by the deities to quell animosity
between the gods' chosen humans and dwarves.
Halflings bear qualities of both, after all they're
similar in size to dwarves, and have agrarian inclina-
tions like humans. These "proxies" also tend to live
on the outskirts of other races' communities, particu-
larly those of humans and dwarves. Is it any wonder,
then, that their more aggressive and self-involved
neighbors take halflings for granted? Intruding on
their lands, trampling their crops and sometimes
waging war on halflings' very villages and home-
steads.
Only King Virduk of Calastia has shown any-
thing akin to kindness to the halfling race, though
humans and halflings alike generally see this for
what it is: a tactic to pit the halflings against the
king's dwarven enemies.
Given their abuse, halflings of the Scarred Lands
have developed a wariness of other races, especially
humans and dwarves.

101
CREATuRE COLLECTION

Hamadryad
Medium-size Plant If a hamadryad forest is endangered by monsters
Hit Dice: 6d8+30 (57 hp) or mortals, the nymphs are not above using their
Initiative: +2 (Dex) treasure to bribe other humans to help them defend
Speed: 50 ft., climb 30 ft. their lands.
AC: 20 (+2 Dex, +8 natural) Hamadryads sometimes cooperate with druids,
Attacks: Strike +10 melee unicorns (even the new breed) or any of Denev's
Damage: Strike 2d8+4 servitors. They speak a faltering Common, and they
Face/Reach: 5 ft. by 5 ft./5 ft. communicate among themselves with a whispering
Special Attacks: Sneak attack language like the wind through trees.
Special Qualities: Camouflage, plant, sylvan allies
Saves: Fort +10, Ref +4, Will +7 Combat
Abilities: Str 19, Dex 14, Con 20, Hamadryads do not enjoy combat, but they fight
Int 13, Wis 15, Cha 17 to defend their woods if they judge intruders to be
Skills: Animal Empathy +1, Bluff + 4, too great a threat. Many have learned to draw away
Diplomacy +4, Escape Artist +4, Heal male stragglers by pretending to be ordinary girls,
+2, Hide +8, Intuit Direction +8, Listen
then murdering the interlopers apart from the group.
+4, Move Silently +7, Search +3, Spot
+4, Wilderness Lore +10
They prefer using their superior mobility and
Feats: Alertness, Endurance, Improved Trip, camouflage to attack those on the
Run, Track fringe of the party, lashing out with
Climate/Terrain: Subarctic, temperate or subtropical powerful blows and then
forests disappearing back into the forest
Organization: Solitary, glade (2-7) until another attack of opportunity
Challenge Rating: 5 presents itself.
Treasure: Standard Camouflage (Ex):
Alignment: Usually neutral Hamadryads can become nearly
Advancement Range: 4-9 HD (Medium-size) invisible when traveling through the
10-14 HD (Large) forest. They are treated as invisible to

Description
anyone more than 30 feet away from
them, unless they choose to be seen. This
The hamadryads of the Scarred Lands are applies even in combat, but only in their
deceptively dangerous guardians of the deep native terrain.
forest. Although they resemble slight-bodied Plant: Hamadryads are impervious to criti-
young girls, usually dressed in the skins of cal hits, subdual damage and death from massive
forest creatures, they are in fact wood damage trauma. They're not affected by many
nymphs (living plants) with all the strength of spells of mind-altering nature (for example, enamoring
their tree cousins. or charming spells not specifically designed for plants),
The most obvious thing that sets a subject to the GM's adjudication.
hamadryad apart from a human girl is her
hair. Hamadryads do not actually have hair Sneak Attack: Hamadryads can sneak attack as a
per se, but rather a mass of long, slim, flexible rogue of a level equivalent to half their hit dice, as long as
branches like those of a willow. Their toes are they are in the forest.
long and able to lengthen into roots when the Sylvan Allies (Ex): A hamadryad forest usually has
hamadryad is hungry or thirsty. Touching a other guardians that the nymphs have befriended. The
hamadryad is the surest way to determine her hamadryads can communicate with these creatures
true nature. Although a hamadryad seems to be they unicorns, tree warriors or even dire animals
have normal human skin, it is actually a thin, as a matter of course. A hamadryad's scream can be
birchlike bark over a layer of wood. It's im- heard for several miles, and it usually brings
possible to confuse with living flesh and blood. guardians running.

Swamp Hamadryad
Hamadryads are not always hostile to those
who enter their forests, but they mark anyone
carrying axes or fire as potential enemies. Each Certain secluded swamps or bayous enjoy the
hamadryad forest is home to a secret glade where protection of a swamp-dwelling version of the ha-
the wood nymphs gather. They keep their madryad. These "swamp maidens," as they're
communal treasure, which is usually anything sometimes called, are much like their forest
pretty enough to catch their eye, in these cousins in most ways. However, the hamadryads
glades. of the swamps tend to be a little more malicious
toward human interlopers, and they can call on
slightly darker allies to protect their homes.

102
CREATuRE COLLECTION

Hanid
(or Spirit Woman of the Flower)
Medium-size Fey
Hit Dice: 9d6+9 (40 hp)
Initiative: +2 (Dex)
Speed: 30 ft. fly 35 ft.
AC: 12 (+2 Dex)
Attacks: None
Damage: None
Face/Reach: 5 ft. by 5 ft. / 5 ft.
Special Attacks: Spells
Special Qualities: Damage reduction 15/+1 or cold-
iron, SR 14, invisibility, plant home
Saves: Fort +4, Ref +5, Will +9
Abilities: Str 9, Dex 14, Con 12,
Int 11, Wis 16, Cha 22
Skills: Hide +18, Intuit Direction +20,
Listen +5
Feats: None
Climate/Terrain: Desert
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic good
Advancement Range: 8-12 HD

Description
The name "hanid", which means "hope" in the Like a genie in a bottle, the sorcerer then
parlance of the Ubantu peoples, describes both a commands the hanid to his pleasures or sells the
desert flower and the spirit that occupies it. The imprisoned fey to a sheik or wealthy merchant. As if
hanid flower is a small, fragile, succulent plant that that weren't enough to contend with, spiteful
has long, yellow petals. The dusty gold flower grows sandmaskers rip hanid flowers out of the ground
flat on the sand and is virtually unnoticeable. Aside whenever they find them, despite the fact that hanid
from the fact that it holds the hanid spirit, the hanid have helped dying sandmaskers in their times of
plant is an otherwise normal plant. greatest need.

Combat
However, the plant may be occupied by a hanid
spirit. A hanid spirit appears as a beautiful, faintly
translucent desert woman that wanders the desert, Hanid will never fight, even to prevent the
moving from flower to flower. Should she meet a destruction of their flowers. Instead they will always
creature in distress while wandering, she try to escape to another flower, perhaps one in a
immediately gives succor, using her magical abilities hidden locale.
if need be. Invisibility (Su): Hanid may become invisible
Hanid do not speak. They administer care to twice a day for one hour.
those who are at death's door and unattended. Once
Spells: As a 9th-level druid, a hanid focuses on
they have assisted someone, hanid wander away as
spells which heal, provide food and water, and other
quickly as they appeared. Because they love small,
means of succor.
pretty things, hanid sometimes linger briefly after
caring for someone if they offer a small flower, gem Plant Home: As a full round action, a hanid
or other interesting bauble. A wise old mage once may discorporate and house her spirit in any hanid
claimed that if certain words of magic were plant within 10 feet or do the reverse to appear
whispered to the hanid by a handsome male while it anywhere within 10 feet of the plant she was
lingered after assisting him, the spirit would become occupying. The hanid spirit must return to a hanid
temporarily enamoured of its patient. plant within one day after leaving another plant, or
Some desert sorcerers have developed the spirit will die immediately.
techniques of capturing hanid while they lie in their
flower homes and binding them to the flowers,
making the hanid's home into its prison.

103
CREATuRE COLLECTION

Harpy
Medium-size Monstrous Humanoid Description
Hit Dice: 4d8+4 (22 hp) Two hundred years ago, the secretive cult called
Initiative: +2 (Dex) the Sisterhood of the Sickle Moon was the terror of
Speed: 20 ft., climb 20 ft., fly 90 ft. the Scarred Land's cities. A largely female cult dedi-
AC: 16 (+2 Dex, +4 natural) cated to the fledgling night-goddess Belsameth, the
Attacks: Scythe +6 melee; or 2 talons +5 melee; Sisterhood plied its trade as assassins and spies in the
or javelin +6 ranged interests of increasing the goddess' influence. But
Damage: Scythe 1d8+1; talon 1d4+1; when the Titanswar tore the land apart, the order
javelin 1d6+1 found that their subtle methods did little good against
Face/Reach: 5 ft. by 10 ft./5 ft. (10 ft. with scythe) the armies and beasts massed by the celestial lords.
Special Attacks: Reaper dive In desperation, the cultists offered up their prayers to
Special Qualities: None Belsameth, hoping that the Slayer could somehow
Saves: Fort +2, Ref +6, Will +1 make use of their zeal.
Abilities: Str 13, Dex 15, Con 13, Belsameth answered their prayers with the gift
Int 12, Wis 10, Cha 9 of talons and great vulturelike wings transforming
Skills: Climb +4, Hide +3, Listen +2, Move the Sisterhood into a new race, the harpies.
Silently +8, Read Lips +2, Spot +6
Feats: Flyby Attack, Weapon Focus (Scythe)
Climate/Terrain: Temperate and warm mountains,
ravines and desert cliffs
Organization: Wing (2-5), shriek (4-24)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement Range: 5-8 HD (Medium-size);
also by character class

104
CREATuRE COLLECTION

Most harpies encountered in the Scarred Lands


appear to be dark-skinned women with long, brazen
Combat
talons for hands and feet, and with coal-black plum- Harpies fight from the air, where they control
age adorning their backs, hips, tails and wings. Males the battle. If grounded, they become much more
are flightless and therefore never seen outside their desperate, sometimes even losing the will to live.
shriek's rookeries. They are not particularly swift fliers, but they are
The voices of harpies are piercing but not shrill, more maneuverable than their large wingspans might
not unlike an eagle's cry. Harpies prefer to hunt suggest. A common harpy tactic is to remain
silently, though, dropping from the skies without a airborne and innocuous (or hidden among cliff faces,
sound. Most can speak Common; their own tongue is treetops or the like) until an opportunity for an
a garbled dialect of Common and Infernal. ambush presents itself. They begin any combat with
Harpies lair in "rookeries," cave networks that their lethal reaper dive attack if at all possible, then
burrow deep into cliff faces. Most rookeries go to continue slashing their foes from above with flyby
some trouble to hide their garbage pits; simply heav- attacks.
ing their garbage outside tends to attract human Reaper Dive (Ex): After observing the effective
enemies. Each rookery contains at least one crude hunting technique of scythe falcons, harpies
shrine to Belsameth, typically constructed of bones developed a particularly deadly maneuver of
lashed together with scraps of victims' clothing. Har- executing their prey. This tactic involves dropping
pies are generally clever enough not to call attention from the sky, slicing at their victim's necks with their
to their lairs, and this includes not attacking armed scythes as they hurtle past, and then regaining
parties that are seemingly more dangerous than they altitude before their foes can retaliate. The reaper
are. The sole exception to this prudence comes on dive is possible only at the beginning of combat and
nights of the lunar eclipse, when the harpies hunt far counts as a flyby attack. As the harpy begins the dive
and wide for sacrifices to their goddess. from a great height and a high speed, her movement
is increased to 120 feet for this attack only. The
Scarred Lands Harpy Characters reaper dive does damage as per a normal scythe
Most harpies rely on their natural talents to get attack, but the critical range is increased to 18-20.
by, but a gifted few have levels in rogue, fighter, What's more, if an opponent is flat-footed when the
sorcerer or cleric classes. Harpy clerics use scythes harpy makes her attack, the dive gains the bonuses of
as their favored weapon and tend to draw on the a rogue's sneak attack (+2d6 damage).
domains of Death and Trickery. They seem largely
incapable of multiclass; if they favor any class, it's
likely cleric (of Belsameth).

105
CREATuRE COLLECTION

Herald of Vangal
Large Outsider
Hit Dice: 14d8+56 (119 hp) Skills: Diplomacy +14, Intimidate +17,
Initiative: +1 (Dex) Knowledge (geography) +10,
Speed: 40 ft., fly 120ft. Knowledge (history) +8, Knowledge
AC: 23 (-1 size, +1 Dex, +8 armor, (planes) +12, Knowledge (religion) +11,
+5 natural) Listen +17, Spot +15
Attacks: Greatsword +22 melee and 2 tail stings Feats: Armor Proficiency (Heavy), Cleave,
+13 melee; 2 claws +18 melee, bite +16 Combat Reflexes, Flyby Attack, Great
melee, 2 tail stings +16 melee Cleave, Improved Critical (Greatsword),
Iron Will, Mobility, Multiattack,
Damage: Greatsword 2d6+8; claw 1d12+5;
Leadership, Power Attack, Spring
bite 1d4+2; tail sting 1d10+2
Attack, Weapon Focus (Greatsword)
Face/Reach: 5 ft. by 5 ft./10 ft.
Climate/Terrain: Any
Special Attacks: Poison tails, diseased bite, fear,
Organization: Solitary (unique)
magical sword
Challenge Rating: 9
Special Qualities: Damage reduction 20/+1, SR 19,
outsider Treasure: Standard
Saves: Fort +13, Ref +10, Will +13 Alignment: Always chaotic evil
Abilities: Str 21, Dex 13, Con 18, Advancement Range: None
Int 13, Wis 14, Cha 19

106
CREATuRE COLLECTION

Description Combat
Vangal's herald was crafted from one of the dark The herald is a beast of war, and hence is feared
god's own manticora race. The herald's features are for her savage combat ability. She prefers to meet
very much that of a manticora, except for the her opponents face to face, but is not against using
addition of wings and twin scorpion tails, both added her flight for flyby attacks.
to better deliver Vangal's messages. The herald's 12- Poison Tails (Ex): The herald's tail drips a
foot frame is adorned with filth-encrusted armor, virulent posion. If a victim is struck by her tail he
lending her a likeness similar to Vangal himself. Her must make a Fortitude save (DC 17) or take 1d6
face is human, but her teeth are twisted fangs, damage each round for the next five rounds. Effects
capable of tearing through leather with ease. Her of multiple strikes are cumulative.
twisted claws can rake an opponent, and she is
Fear (Su): The herald can summon an aura of
known to carry an immense greatsword that she
fear such that any opponent of 14 HD or level or
wields with terrible proficiency.
lower within 60 feet of the herald must pass a Will
Though presumably crafted to serve as
saving throw (DC 17) or flee in terror for 2d6
messenger and to precede Vangal's coming, the
rounds. This effect is generated as a standard attack
herald's true pursuit has been more that of a general.
action.
Her skills in war served her master well for
centuries. When the Divine War raged across the Magical Sword: Vangal's herald possesses the
Scarred Lands, the herald led the followers of Vangal Fellblade, a +3 greatsword which delivers wounds
to victory after victory over the armies of the titan that cannot be healed by any cleric but those dedi-
races. However, during the battle to defeat the titan cated to Vangal (and woe to the cleric who heals
Mormo, the herald's army was first to engage such wounds without word or sign from his patron).
Mormo's medusae, and was crushed by the snake- Diseased Bite (Ex): The herald's bite carries a
witches' eldritch powers. Though the gods won the debilitating disease. Anyone bitten must pass a For-
day, Vangal had no concern for the shattered titude save (DC 19) or suffer a disease that deals one
remnants of his herald. point of temporary Strength and Constitution damage
But such is the cruelty for those who serve the each day until cured magically or until the victim
god of apocalypse and the herald expected no less dies from either ability score dropping to zero.
than for the weak to be left to their pain. Spending Outsider: As an outsider, the herald is immune
the last century and a half in the Abyss repairing her to poison, sleep, paralysis, drowning and disease.
shattered spirit, the herald is now perhaps ready to She is not subject to ability damage, energy drain or
return to the Scarred Lands to resume her service to any attack that must target a living victim.
Vangal. Though possessing but a fraction of her
former power, the herald is still a terrible opponent,
all the more cruel and reckless for she will surely
seek to gain Vangal's notice once more that he might
restore her former strength.

107
CREATuRE COLLECTION

Hill Howler
Large (Tall) Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +3 (Dex)
Speed: 45 ft., climb 15 ft.
AC: 15 (-1 size, +3 Dex, +3 natural)
Attacks: Bite +7 melee and 2 claws +2 melee
Damage: Bite 1d8+4; claw 1d6+2
Face/Reach: 5ft. by 5ft./10 ft.
Special Attacks: Terrifying howl
Special Qualities: Darkvision 90ft.
Saves: Fort +8, Ref +5, Will +1
Abilities: Str 18, Dex 16, Con 18,
Int 4, Wis 10, Cha 5
Skills: None
Feats: Alertness, Cleave, Combat Reflexes,
Track
Climate/Terrain: Temperate foothills, grasslands
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement Range: 4-8 HD

Description
The high, lonely foothills and the wooded hol-
lows of the deep mountains are home to the hill
howler, a huge, humanoid beast with broad, hulking Occasionally, a howler develops a taste for hu-
shoulders, long, powerfully muscled arms and a mis- man prey and its hunger brings it out of the hills to
shapen head dominated by a gaping, tooth-filled haunt isolated villages and castles until a sufficiently
maw. It moves quickly on its broad feet and knuckles bold group of hunters is able to put an end to the
with a rolling, ape-like gait, and it is a nimble beast.

Combat
climber. When standing fully erect, the hill howler is
eight feet tall, although exceptional specimens grow
to 10 feet in height. The monster is covered with The hill howler uses its keen senses and stealthy
coarse brown fur, and the thick, curved talons on its tread to catch its prey unawares, then attempts to kill
feet and hands are black. Its eyes are small and it quickly with its paralyzing howl and powerful
yellow-orange, and they reflect firelight like a cat's. teeth and claws. Once its victim is dead, it picks up
The hill howler is a flesh-eating creature that the body and flees. A typical hill howler can carry
makes its lair in a hard-to-reach cave, claiming a off a medium-sized horse without being encumbered
hunting ground up to 10 square miles around its significantly. If its sudden attack is not effective and
home. Once settled, it preys on large game until it the victim puts up a fierce fight, the monster retreats
has killed or driven away everything in the region. It quickly and waits for another opportunity to catch its
then moves on in search of better pickings. Hill prey unawares.
howlers have a fondness for horseflesh, and they Darkvision (Ex): The hill howler's keen vision
stalk even large groups of travelers passing through allows it to see at night up to 120 feet away as
their territory. The monster prefers to hunt at night, though it were daylight.
where its keen senses give it a decided advantage Terrifying howl (Ex): When the hill howler
over humans or other animals, and it circles its prey springs its attack, it unleashes a hideous, ear-splitting
for quite some time as it calculates the best moment howl. Everyone within earshot must make a Will-
to strike. It creeps up on its victim and pounces from power save (DC 18) or suffer a -3 morale modifier to
the shadows at the last moment with a bone-chilling initiative and attack rolls for the duration of the fight.
scream. When it lands, it dashes the prey to the
ground to kill it with tooth and claw. Then, as
quickly as it appears, the monster vanishes back into
the darkness, carrying its prey back to its lair where
it can eat in peace.

108
CREATuRE COLLECTION

Hollow Knight
Medium-size Construct As reward for the hollow knights' service and
Hit Dice: 6d12+24 (63 hp) loyalty, Corean decreed after the war that the spirits
Initiative: -2 (Dex) would be allowed to remain in the world that they
Speed: 20 ft. had helped claim. However, Vangal the Ravager,
AC: 23 (-2 Dex, +5 natural, jealous of Corean's army and victories during the
+8 armor, +2 large shield) Divine War, defiled the worldly remains of the
Attacks: Heavy lance +11 melee; knights whom Corean had freed. The soldiers were
longsword +11 melee thus denied their former lives and were forced to
Damage: Heavy lance 1d8+4 (triple with charge continue on as spirits given form only by the armor
from horseback); longsword 1d8+4 they wore.
Face/Reach: 5 ft. by 5 ft./5 ft. Despite their mistreatment and unnatural exist-
Special Attacks: None ence, the hollow knights have prospered since the
Special Qualities: Construct, damage reduction 10/+1 Divine War, carving out their own kingdom from the
Saves: Fort +9, Ref +0, Will +2 wastes near the Hornsaw Forest. Secretly, however,
Abilities: Str 18, Dex 7, Con 18, they fear for their future.
Int 13, Wis 10, Cha 10
Skills: Diplomacy +2, Intimidate +6, Listen +1,
Ride +8, Search +1, Spot +1
Feats: Armor Proficiency (heavy), Endurance,
Leadership, Mounted Combat, Spirited
Charge, Weapon Focus (heavy lance),
Weapon Focus (longsword)
Climate/Terrain: Any
Organization: Solitary, pair, unit (3-10), army (20-100
plus one 7th-level hollow earl as leader
and one 5th-level hollow-baron assistant
per 20 knights)
Challenge Rating: 5
Treasure: Triple standard
Alignment: Always lawful neutral
Advancement Rate: By fighter class

Description
The hollow knights are the
staunch defenders of the
Gleaming Valley. Created by
Corean, god of artifice and
chivalry, to serve as his army in
the Divine War, the constructs
are actually the eldritch fusion
of metal and spirit. After he
forged the mail he required,
Corean called upon the resting
souls of warriors who had
venerated him before, or those
whom the Titans had spurned in
life and who thus sought revenge
against their former tormentors.
These ghosts manned the god's
armor and strode forth to war
against the minions of the celestial
tyrants.

109
CREATuRE COLLECTION

With no further need of his Gleaming Legion, Hollow Knight Characters


Corean has ceased their creation. Although the The only class available to hollow knights is
knights are stunning combatants, one of them falls in fighter. There are apocryphal tales of hollow pala-
battle from time to time, his soul returning to the dins, but given the constructs' unwavering lawful
next world. The knights' days are therefore neutral alignment, this is probably just a legend.
numbered, and any army large or bold enough to
wage a war of attrition against the knights of the
Gleaming Valley could destroy the hollow knights
Combat
When mounted, a hollow knight usually charges
forever.
with its lance. If possible, the knight attacks other
Hollow knights are identical in appearance, cast
mounted soldiers, but lacking such targets it deigns
as they are from the same mold. They all appear to
to attack infantry. On foot, the construct attacks with
be knights in full plate armor, although their open
its longsword, again choosing to attack those it feels
face masks reveal a disturbing darkness within
to be the most worthy opponents, typically an enemy
and nothing more. The only variance among hollow
warrior with the best equipment.
knights denotes rank. Common knights are burnished
Hollow knights are the very spirit of military
bronze, barons are shining silver, and earls are
precision. When working together, they are able to
glittering gold.
synchronize their movements in ways no other army
Despite the fact that they appear to have no
can match, allowing them to more easily capitalize
mouths, hollow knights speak Common in a haunt-
on enemy weaknesses and mistakes. Although their
ing, tinny, reverberating voice.
reputation on the battlefield defines them as fearless,
Hollow Chargers many hollow knights are terrified of dying again and
losing their lease on the world.
These are the artificial beasts ridden into battle
by the hollow knights. They appear to be metallic Construct: Hollow knights and their mounts are
statues of warhorses. Their color is appropriate to impervious to critical hits, subdual damage and death
their riders' station. from massive damage trauma. They're immune to
Hollow Charger: SZ L (construct); HD poisons, diseases, blinding, deafness, drowning, elec-
8d12+40; hp 92; Init -1; Spd 50; AC: 16 (-1 Dex, -1 tricity and spells or attacks that affect respiration and
size, +8 natural); Atk: 2 hooves +13 (ld6+6); Face 5 living physiology. They cannot be stunned. They're
ft.x 10 ft.; Reach 5 ft.; SQ: Construct; SV Fort +11, not affected by attacks or spells of mind-altering
Ref +1, Will +2; Str 22, Dex 8, Con 20, Int 2, Wis nature (enamoring or charming spells, for example),
10, Cha 5; AL LN. Skills: Intuit Direction +2, Listen or by spells based on healing/harming. Fire and acid
+1, Spot + 1. Feats: Endurance, Run. spells and attacks deal half normal damage.

110
CREATuRE COLLECTION

Hookwing
Tiny Animal Hookwings are usually solitary hunters that
Hit Dice: 2d8-4 (5 hp) roost in tall trees or the ruined spires of castle keeps.
Initiative: +8 (+4 Improved Initiative, +4 Dex) In the late summer, after mating, groups of females
Speed: 10 ft., fly 120 ft. come together to make large, communal nests, where
AC: 18 (+2 size, +4 Dex, +2 natural) the mothers take turns incubating eggs and hunting
Attacks: Bite +2 melee, 2 claws +1 melee; or for the group as a whole. Females guard these nests
flyby strike +4 melee very aggressively, swarming over large animals
Damage: Bite 1d6; claw 1d4; flyby strike 1d12 or people who stray too near.
Face/Reach: 2.5 ft. by 2.5 ft./ 0 ft. These reptiles are very cunning and strong for
Special Attacks: Flyby strike their size, and they can be trained to hunt on com-
Special Qualities: None mand much like a falcon or hawk. Females can also
Saves: Fort +1, Ref +4, Will +0 be trained to guard homes or large, mobile posses-
Abilities: Str 3, Dex 19, Con 6, sions such as trunks or chests. Coupled with their
Int 2, Wis 10, Cha 6 bird-like fascination for colorful shiny objects,
Skills: None hookwings are valued by jewelers and other artificers
Feats: Alertness, Improved Initiative, Dodge as watch-animals. A small and discreet class of train-
Climate/Terrain: Temperate forests ers and handlers has existed among the elves of
Organization: Solitary, or communal Eldura-tre near Galumganjus where hookwings are
nesting group (10-20)
more common, and the humans of Tashon are now
Challenge Rating: 1/4
adopting this sport. Trainers pay up to 50 gold pieces
Treasure: Standard
for healthy eggs.
Alignment: Always neutral
Advancement Range: 2-4 HD
Combat
Description Whether hunting or defending its nest, a
hookwing attacks its victim by flying high into the
The hookwing is a sleek, muscular flying
air, folding its wings tightly against
lizard, measuring up to four feet in length
its body and diving at its prey
from nose to tail and covered in
like an arrow, using its
hard, glossy scales that range
sharp-edged scales like a
from a lustrous greenish-
sword blade as it
black to an iridescent
slashes past a target.
emerald hue. Sharp
flanges and hooks grow Flyby Strike:
from the center of each The hookwing can
scale, providing the attack its
hookwing with a opponent at the
powerful natural beginning,
defense against middle or end of
predators as well its move, and it
as an effective does damage
weapon in killing equivalent to the
its prey. The flyby strike listed
hookwing's four above.
slim legs have four
toes configured
much like a bird's
talon, tipped with
long, curved nails
used for gripping and
tearing apart its meals.

111
CREATuRE COLLECTION

Hornsaw Unicorn
Large (Long) Magical Beast
Hit Dice: 8d10+48 (92 hp)
Initiative: +3 (Dex)
Speed: 80 ft.
AC: 20 (-1 size, +3 Dex, +8 natural)
Attacks: Horn +13 melee, bite +11 melee, and
2 hooves +11 melee
Damage: Horn 2d8+6; bite 1d10+3; hoof 1d8+3
Face/Reach: 5 ft. by 10 ft./5 ft. (10 ft. with horn)
Special Attacks: Enhanced natural weapons, rage
Special Qualities: Immunities, SR 16
Saves: Fort +12, Ref +9, Will +11
Abilities: Str 23, Dex 17, Con 23,
Int 12, Wis 20, Cha 24
Skills: Animal Empathy +3, Hide +2, Intimidate
+5, Jump +8, Listen +8, Spot +8
Feats: Multiattack, Track
Climate/Terrain: Subarctic or temperate forest
Organization: Solitary, mated pair or herd (3-8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement Range: 6-10 HD (large)

Description
Unicorns have always been ferociously territo-
rial beasts that guarded the heart of Scarn's forests.
The Hornsaw unicorn is all the more so. It was one
of these beasts, sighted not long after the Titanswar,
that gave the Hornsaw Forest its new name for
nothing summed up the changes that forest had
undergone better than the savage beasts its unicorns
Combat
The Hornsaw unicorn prefers to begin battle by
had become.
charging horn-first into its opponents, although it is
The Hornsaw unicorn resembles nothing more
canny enough not to do so against any group of foes
than a shaggy war horse with a serrated horn, wicked
that possess spears or other weapons that might be
cloven hooves and unusually pointed teeth. It's om-
set to receive its charge. It is perfectly capable of
nivorous, and although it's usually content to graze, it
slashing or stabbing with its horn, and biting and
will gladly eat the bodies of intruders in its domain.
striking with its forehooves all in the same round.
It rarely hunts for food or sport, but it can be
Enhanced Natural Weapons (Ex): The horn,
remarkably aggressive when defending its territory.
hooves and teeth of a Hornsaw unicorn are nearly
These beasts possess an unusual level of cunning,
metallic to the touch, and they are magically hard-
and most have learned to understand several
ened. They count as +4 weapons for purposes of
languages appropriate to their surroundings
overcoming damage reduction.
(although they cannot speak).
Immunities (Ex): The unicorns of the Scarred
Oddly enough, the Hornsaw unicorn is now
Lands cannot be poisoned, nor are they subject to
apparently the "default" breed of unicorn throughout
disease. They can digest anything that they can
the Scarred Lands. According to sages, this change is
chew, although only fresh plant matter or flesh
probably due to breeding between unicorns that mi-
nourishes them. They cannot be charmed.
grated out of the Hornsaw and the more "common"
Rage (Ex): Hornsaw unicorns become mad-
breed. If so, it would stand to reason that what is now
dened when their blood is drawn. Once a unicorn has
commonly called the Hornsaw unicorn is a mere
been wounded, its attack and damage rolls gain an
half-breed implying that there might still be "true"
additional +2 bonus for the combat's duration.
Hornsaw unicorns in the depths of the Hornsaw that
are even larger and more vicious than these brutes.

112
CREATuRE COLLECTION

Huror (Ice Bear)


Huge (Long) Beast Legends persist that a huror that is close to death
Hit Dice: 20d10+140 (250 hp) will seek out a great hero in the north lands and fight
Initiative: +0 him in a terrible battle. If the hero loses the fight, he
Speed: 80 ft. is spared death. If he triumphs, he wins the aged
AC: 22 (-2 size, +4 Dex, +10 natural) bear's hide as a cloak that is impervious to cold, and
Attacks: Bite +25 melee, 2 claws +20 the beast's teeth that can pierce the toughest armor.
Damage: Bite 2d10+7; claw 2d6+3 When the hero eventually dies, he is then reborn as a
Face/Reach: 10 ft. by 20 ft./10 ft. huror himself, and he takes his place as a guardian of
Special Attacks: Crushing jaws, ice storm the mountains.
Special Qualities: Damage reduction 10/+1, frost pelt
Saves: Fort +19, Ref +6, Will +10 Combat
Abilities: Str 25, Dex 10, Con 25, Hurors are awesome creatures in battle,
Int 18, Wis 15, Cha 15 attacking opponents in the midst of a magical
Skills: Hide +11, Listen +26, Move Silently +12, blizzard that freezes limbs and blinds eyes. Weapons
Spot +26
that strike the huror are bound with layers of ice,
Feats: Alertness, Blind Fighting, Cleave, Great
weighing them down and potentially shattering them.
Cleave, Ironwill, Power Attack, Track,
Trample The bear's immense strength and fearsome teeth
Climate/Terrain: Arctic mountains allow it to bite through the toughest of armor as
Organization: Solitary though it were mere cloth.
Challenge Rating: 10 Crushingjaws (Ex): The huror's massive jaws
Treasure: None are capable of biting through the toughest armor.
Alignment: Always neutral When making a bite attack, the ice bear ignores
Advancement Range: 16-24 HD armor modifiers, although magical, size and
Dexterity modifiers still apply.
Description Frost Pelt (Su): The Huror's pelt is rimed con-
As the emperor stags guard the forests in the stantly with frost, causing ice to cling to any weapon
name of Denev, the ice bears, or huror (hoo-roar) that touches it. Characters who score a successful hit
guard the frozen mountains of northern Albadia. The on an ice bear must make a Reflex save (DC 17) or
huror appear as massive white bears with unnerving, suffer a -1 penalty to hit on subsequent attacks. This
ice-blue eyes. Crystals of blue ice glitter in their modifier is cumulative with each successful attack
thick pelts, and their claws look like blue steel. the character makes. It takes one full round to free a
The huror is a rare, almost mythical creature weapon from its accumulated ice.
rarely seen even by northern rangers. It is a creature Ice Storm (Ex): A blizzard rises to surround a
that guards the pristine slopes of the mountains from huror wherever it travels. The storm can stretch for
creatures that would warp the land to their more than a mile, and anyone trapped within it
bidding. These bears travel in the heart of must make a Fortitude save (DC 14) or suffer
great blizzards that sometimes blanket the -2 to Strength and Dexterity from
region for many miles, and they have frostbite. If the victim remains in the
sometimes come to the aid of travelers blizzard for eight hours after failing the
lost in snowstorms, leading them to a save, the losses become permanent.
sheltering cave or a nearby settlement.
Most times, however, a bear appears
as a force of vengeance, punishing
foolhardy hunters or those who
trespass knowingly into the
goddesses' holy places.

113
CREATuRE COLLECTION

Ice Basilisk
Medium-size Magical Beast A sharp-edged cartilaginous fin protrudes from
Hit Dice: 10d10 (55 hp) its head and trails down its spine. The ice basilisk
Initiative: +2 (Dex) uses this fin to attack prey and defend itself from
Speed: 40 ft., swim 30 ft. predators, as well as to break through thin ice to hunt
AC: 18 (+2 Dex, +6 natural) fish in the arctic waters.
Attacks: Headbutt +10 melee; bite +10 melee Of course, like other basilisks, it is the ice
Damage: Headbutt 2d8; bite 1d8 basilisk's dread gaze that makes it one of the most
Face/Reach: 5 ft. by 10 ft/5 ft. feared predators of the arctic. The basilisk lies in
Special Attacks: Chill gaze wait for prey and then attacks with its head fin,
Special Qualities: Immunities followed by an attempt to lock eyes with the injured
Saves: Fort +7, Ref +5, Will +3 victim. The basilisk can then devour the frozen
Abilities: Str 11, Dex 14, Con 11, morsel.
Int 3, Wis 10, Cha 5
Skills: Hide +12, Spot +10 Combat
Feats: Dodge Ice basilisks are fearless hunters, and they attack
Climate/Terrain: Arctic anything up to the size of a moose.
Organization: Solitary, pair, brood (3-5)
Challenge Rating: 6 Chill Gaze (Ex): Anyone who looks into the ice
Treasure: Standard basilisk's eyes must make a Will saving throw (DC
Alignment: Always neutral 20) or become numbed and paralyzed by
Advancement Range: 9-13 HD supernatural chill. Left unattended, the victim thaws
out in 2d4 days, assuming that they are not eaten and
Description they don't die of thirst or exposure. If he's kept warm,
the victim can recover in one day. A victim who is
Ice basilisks are man-sized, arctic serpents,
frozen for any period of time, but who survives the
generally believed to be descended from other
experience, suffers 2d10 damage.
Scarred Lands basilisks. The ice basilisk, however,
retains only vestigial wings, arms and legs, and it Immunities (Ex): Ice basilisks are immune to
moves across the tundra on its belly like other cold attacks.
snakes.

114
CREATuRE COLLECTION

Ice Ghoul
Medium-size Humanoid
Hit Dice: 2d8+8 (17 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 14 (+2 Dex, +2 leathers)
Attacks: Hatchet +6 melee; harpoon +4 ranged
Damage: Hatchet 1d6+4; harpoon 1d6+4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Resistances
Saves: Fort +7, Ref +2, Will -1
Abilities: Str 18, Dex 14, Con 18,
Int 7, Wis 8, Cha 14
Skills: Escape Artist +2, Hide +5, Intuit
Direction +2, Listen +4, Move Silently
+5, Spot +4, Swim +7, Wilderness Lore
+6
Feats: Alertness, Power Attack
Climate/Terrain: Cold to arctic plains, tundra and forests
Organization: Hunting party (2-8), war party (11-
20, led by one 3rd-level berserker),
clans (31-50, led by one 7th-level
warlord, one 5th-level shaman and five
3rd-level berserkers)
Challenge Rating: 1
Treasure: Half standard
Alignment: Usually chaotic evil
They scavenge equipment from the human
Advancement Range: By character class
homesteads they ravage, but they aren't above
Description attacking with femurs, rocks and sharpened branches
if nothing else is at hand.
The precise origin of the ice ghoul race is uncer-
tain. Very likely, they were once a tribe of human Ice Ghoul Characters
barbarians in northern Asherak who turned to canni- The canniest ice ghouls can multiclass (barbar-
balism during an exceptionally lean winter the ian being their preferred class), usually as rogues
Titans certainly toyed with unnatural weather pat- (who specialize in stealth), sorcerers or evil druids.
terns during their reign. But through unknown
methods, these people have become something...
other than human.
Combat
Ice ghouls rely on base animal cunning to stalk
Ice ghouls are able to draw on some mysterious their prey and attack from surprise if possible. When
reserves of energy to keep themselves alive where they charge into battle, they do so with bloodcurdling
humans would die; perhaps the human flesh they howls of rage and hunger. Particularly famished ice
consume grants them some unusual measure of ghouls stop fighting as soon as they make their first
power. They are able to subsist for months without kill (or incapacitate a foe) in order to start eating.
food they refuse to eat anything but raw flesh,
preferably that of people but their hunger is Rage (Ex): Ice ghouls are likely to go into a
almost perpetual. They can endure terrible berserker rage when confronted with living prey.
snowstorms and freezing temperatures without While enraged, they gain +2 to Strength, +2 to
adequate protection, although they likely live in Constitution, +3 to Will saves and -2 to AC. They
perpetual discomfort. cannot end this rage voluntarily until the combat is
Ice ghouls organize themselves in family clans, over.
usually living on the outskirts of human territory. Resistances (Ex): Ice ghouls take only half
Clans can and do war with one another, although ice damage from cold attacks, and they do not suffer ill
ghouls seem disinterested in the meat of their own effects (frostbite and the like) from natural cold.
kind, eating it only when absolutely necessary. They can live for up to four months without food.

115
CREATuRE COLLECTION

Ice Haunt
Medium-size Undead Combat
Hit Dice: 7d12+14 (57 hp) Ice haunts fall upon their victims with tooth and
Initiative: +7 (+4 Improved Initiative, +3 Dex) claw, numbing their victims with their icy grip as
Speed: 30 ft. they rend flesh from bone. Ice haunts will sometimes
AC: 13 (+3 Dex) grapple their prey, holding them in a freezing
Attacks: Bite +10 melee, 2 claws +5 melee embrace until the victim is chilled he drops his
Damage: Bite 1d8+3; claw 2d4+1 weapons and meanwhile dig with their teeth for
Face/Reach: 5 ft. by 5 ft./5 ft. warm blood. If outnumbered, ice haunts will
Special Attacks: Numbing grip endeavor to use their numbing grip on as many foes
Special Qualities: Vulnerability, undead as possible before moving to the task of finishing off
Saves: Fort +7, Ref +5, Will -1 their chilled victim.
Abilities: Str 16, Dex 17, Con 15,
Numbing Grip (Ex): Victims successfully
Int 6, Wis 5, Cha 2
grappled by an ice haunt must make a Fortitude save
Skills: Climb +4, Hide +3, Listen +5, Move
Silently +6, Spot +5, Wilderness Lore +4 (DC 16) or become so chilled that they lose sensation
Feats: Alertness, Improved Critical, Improved for 2d6 rounds. Every round a victim is so effected,
Initiative, Track he must make a Reflex save (DC 15) to hold on to
Climate/Terrain: Arctic mountains any handheld items (weapon, shield, wand, etc.) or in
Organization: Solitary, Pack (2-20 haunts) order to cast spell requiring a somatic component.
Challenge Rating: 4 Undead: Ice haunts are immune to mind-influ-
Treasure: Standard encing effects, poison, sleep, paralysis, stunning and
Alignment: Always chaotic evil disease. They're not subject to critical hits, subdual
Advancement Range: 6-8 HD damage, ability damage, energy drain or death from
massive damage.
Description Vulnerability (Ex):
Ice haunts are the tormented souls of travelers An ice haunt takes
who starved to death in the blizzards of the north. double damage from
Legends say that a man who dies in the snow cursing fire-based attacks.
the god of the mountains will rise again on the night
of the full moon, hungry for raw flesh to fill his
shrunken belly.
Ice haunts are undead creatures with pale white
skin and withered flesh. Their fingers are curled into
claws, and their teeth are shaped into fangs. They can
hunt only by the light of the full moon; while most
are solitary figures, sometimes the cursed souls of an
entire village, lost in an avalanche, rise again to
torment the living.

116
CREATuRE COLLECTION

Ice Weasel
Small Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 25 ft., swim 20 ft.
AC: 16 (+1 size, +3 Dex, +2 natural)
Attacks: Bite +1 melee
Damage: Bite 1d6-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Bleeding wounds
Special Qualities: Immunities
Saves: Fort +6, Ref +8, Will +1
Abilities: Str 6, Dex 16, Con 16,
Int 2, Wis 12, Cha 6
Skills: Escape Artist +12, Listen +7, Move
Silently +8, Spot +7
Feats: Alertness, Dodge, Improved Initiative,
Lightning Reflexes, Mobility
Climate/Terrain: Arctic
Organization: Solitary, pair or pack (3-12)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always neutral
Advancement Range: 2-3 HD (Small)

Description
Ice weasels are extremely lithe and agile crea- Combat
tures that dwell in cold and desolate regions. Living Ice weasels prefer not to fight opponents larger
in burrows deep beneath the permafrost, they eat than they are, but if they are hungry, cornered or
mostly birds and arctic rodents, although they may commanded to fight by an ice hag (see "Ice, Hag," in
eat fish if they live near water. Ice weasels are this volume), they are intensely vicious fighters. Ice
related to both otters and wolverines, so they are weasels are also extremely protective of their packs.
excellent swimmers and ferocious fighters. If a creature attacks one ice weasel, he earns himself
Ice weasels are inquisitive creatures that are a fray with the entire pack.
undeterred by the presence of larger creatures when Bleeding Wounds (Ex): The ice weasel's saliva
they are hungry and presented with an opportunity to interferes with the normal blood-clotting process of
feed. Groups traveling through tundra or muskeg any living victim that the weasel bites. Any wound
must be very careful with their food, lest they wake from an ice weasel bite continues to bleed for 1 extra
in the middle of the night to find their supplies being point of damage each round until it is healed magi-
dragged away by ice weasels. Worse, ice weasels are cally or by a successful first-aid application using the
incredibly defensive of food when they've found it, Heal skill.
and they fight for rations they're in the midst of
scavenging. Immunities (Ex): Ice weasels take half normal
damage from cold attacks.

117
CREATuRE COLLECTION

Inn-wight
Small Undead
Hit Dice: 4d12-4 (22 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 12 (-1 Dex, +1 size, +2 natural)
Attacks: 1-6 or 1 Thrown objects +4 ranged
Damage: Thrown object 1d4 or 3d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Life drain
Special Qualities: Damage reduction 10/+1, SR 12,
undead
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 9, Dex 9, Con 8,
Int 8, Wis 9, Cha 9
Skills: Climb +3, Intuit Direction +12, Listen +5,
Move Silently +14, Spot +5
Feats: None
Climate/Terrain: Urban areas
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement Range: 4-5 HD

Description
Very old cities have expensive inns. These
establishments sometimes add a "salt surcharge" to
the cost of a room, enough to obtain a small bag of
salt each night to spread in a protective circle around
the bed to keep any wandering inn-wights at bay.
Combat
If an inn-wight is attacked, it is capable of hurl-
Inn-wights are the ghosts of children who do not
ing the objects in a room at its attacker in a typically
realize that they're dead, and they wander a city in
child-like fit of anger. An inn-wight can hurl 1d6
search of warmth and comfort. Inns are considered
objects weighing up to 5 pounds (1d4 damage) each
welcoming, and these ghosts crawl into bed with
per round without penalty, or one object that weighs
someone who resembles a lost parent, or who at least
up to 30 pounds (3d4 damage).
appears to offer some inkling of kindness or security.
The ghost's presence plagues a victim with night- Life Drain (Su): Inn-wights draw energy from
mares full of loneliness and despair. The ghost drains sleeping mortals over the course of an entire night.
the warmth and life from a person's body. If an To drain a victim successfully, the inn-wight must be
inn-wight remains with a mortal until dawn, the in "contact" with his or her sleeping form for a
victim awakens with years of her life stolen away. minimum of six hours. During that time, the victim
These ghosts appear as shimmering, insubstan- is wracked by terrible nightmares, and he may wake
tial forms of children, with sad, lonely faces and up with a successful Will save (DC 18). If the victim
hollow spaces where their eyes should be. They are wakes up, the drain attempt fails and the ghost flees
not intentionally malicious; they're unaware of the the room. If the life drain is successful, there is a
effects of their suffering. steep price: The victim suffers 1d4 levels of energy
drain, and he ages five years, appearing older, with
drawn skin and graying hair.
Undead: Inn-wights are immune to poison,
sleep, paralysis, stunning and disease. They're not
subject to critical hits, subdual damage, ability
damage, energy drain or death from massive damage.

118
CREATuRE COLLECTION

Inquisitor
Medium-size Outsider By the decision of Hedrada, the deceased
Hit Dice: 20d8 (90 hp) minister may or may not be elevated to the lowest
Initiative: -1 (Dex) rung of the god's spiritual service. No one but
Speed: 30 ft. Hedrada and his celestial court knows if the soul has
AC: 9 (-1 Dex) been taken into special service or not not even the
Attacks: 2 fists +19 melee clerics who perform the consecration.
Damage: Fist 1d4 or by weapon The inquisitor is charged with rooting out all
Face/Reach: 5 ft. by 5 ft./5 ft. manner of chaotic activity within areas where
Special Attacks: Charming the masses Hedrada's lawful touch holds sway. The places in
Special Qualities: Shape of the flock, question of true which the Inquisitor operates are many and varied:
seeing, knowing the heart's sentiment human cities, dwarven kingdoms under mountains,
Saves: Fort +6, Ref +5, Will +18 orc and hobgoblin lairs where hierarchy is respected
Abilities: Str 10, Dex 9, Con 10, and deference to one's superiors is the rule. This may
Int 18, Wis 18, Cha 17 include such relatively mundane missions as halting
Skills: Gather Information +21, Hide +9, the construction of places of worship dedicated to
Intimidate +20, Knowledge (societal law) non-lawful deities, or the destruction of unregulated
+23, Listen +18, Profession (lawyer)
+14, Read Lips +18, Scry +10, Sense
thieves' guilds.
Motive +22, Speak Language +15, Spot
+15
Feats: Alertness, Iron Will
Climate/Terrain: Cities, towns, civilized locales
Organization: Always solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Always lawful neutral
Advancement Range: 19-20 HD

Description
Inquisitors are the spirits of the priests of
Hedrada who have been rewarded by their
deity with a transformation into eternal (but
not undead) sentinels of law. Hedrada, god of
cities, is believed to have recognized the
quickness with which his civilized
demesnes were infected with all manner of
chaos and anarchy. In an effort to
maintain order, hierarchy and the rule of
law, and to reward his most earnest mortal
servants, Hedrada added the rank and post
of inquisitor to the chain of command
among his non-mortal servants.
Should a cleric of Hedrada pass away
after having attained the rank of patriarch,
his or her fellow clergymen consecrate him
in a special ceremony, whereby they
commend the cleric's soul to Hedrada.

119
CREATuRE COLLECTION

The mission of the inquisitor may also involve It then melds into its social environment,
something more eminent, including the location and adopting as closely as possible to the life of those
destruction of a powerful, non-lawful entity that around it. This is not a disguise per se; rather, the
threatens a lawfully oriented community, such as a inquisitor has all of the physical characteristics of the
hostile elven lord seeking to demolish a humanoid race in question, so only supernatural insight can
settlement. determine the creature's true identity.
Inquisitors are masters of manipulation, and ad- Question of True Seeing (Su): The inquisitor is
venturers may find themselves caught up in the able to ask questions of other members of its
inquisitors' careful plans, even once they have re- apparent race to discern their thoughts and motives.
turned home to their communities while not It can immediately tell if a creature is lyng, shading
adventuring. On some occasions, high-level heroes the truth, encouraging improper assumptions or the
are approached by the mysterious inquisitors, who like. Note, however, that this does not tell what the
wish to enlist their services. Due to their lawful bent truth is, only whether the subject is lying.
and phenomenal mental capabilities, inquisitors often
Charming the Masses (Su): Some of the most
build elaborate plans and countermeasures, of which
powerful inquisitors are able to work their way up
their allies may see only a small part.
their adopted social ladders and attain prominent
Combat positions, where they are able to sway many into
doing their bidding. Typically, an inquisitor makes a
Inquisitors usually find they attain best results short speech to any average individual or group in
when they infiltrate a community and work from the community (that is, anyone of the race's average
within to expunge infecting chaotic elements. After Hit Dice, without any additional levels). Those
all, their mortal clerical brethren are able to fight individuals who fail a Will save (DC 20) find
visible opposition; it is the unseen that inquisitors themselves swayed to assist the inquisitor in nearly
must combat. Though quite capable in hand-to-hand any fashion requested, seeing the inquisitor as a
combat, most inquisitors eschew such unpredictable patron figure of society. This power does not
violence, instead working subtly through manipula- function upon chaotic creatures.
tion. In order to do this, Hedrada gifts them with
some potent capabilities: Knowing the Heart's Sentiment (Sp): Inquisi-
tors may automatically discern the alignment of
Shape of the Flock (Su): The inquisitor is able creatures they contact. This capacity can be fooled
to take the form of a member of the race with whom by appropriate concealing spells, though.
it has been appointed to dwell. The inquisitor does
not mimic the appearance of another individual, but
rather creates its own "mask."

120
CREATuRE COLLECTION

Iron Tusker
Large (long) Beast Hunters that pursue the beast into the forest
Hit Dice: 18d10+126 (225 hp) quickly find the tables turned on them, as the beast is
Initiative: +1 (Dex) able to move like a shadow through the dense
Speed: 80 ft. undergrowth and surprise scattered members of the
AC: 27 (-1 size, +1 Dex, +17 natural) party. Even when cornered, the huge animal is a
Attacks: Bite +23 melee; 2 hooves +18 melee thing to be feared, with a hide that can shrug off even
Damage: Bite 2d8+6; hooves 1d10+3 the strongest blows and tusks that can sever a limb
Face/Reach: 5 ft. by 10 ft./5 ft. with horrifying ease.
Special Attacks: Razor tusks Defeating an iron tusker in combat is considered
Special Qualities: Damage reduction 4/, iron hide a mark of immense renown in certain kingdoms; the
Saves: Fort +18, Ref +7, Will +5 King's Guard of Darakeene wear the boar head sigil
Abilities: Str 22, Dex 12, Con 25, on their shields in honor of an iron tusker they slew
Int 16, Wis 9, Cha 9 in defense of their monarch centuries ago. Stories
Skills: Hide +20, Move Silently +13, claim that a man who eats a piece of an iron tusker's
Wilderness Lore +15 heart never feels the touch of fear again.
Feats: Alertness, Blind Fighting, Combat

Climate/Terrain:
Reflexes, Sunder, Track, Trample
Temperate forest
Combat
The iron tusker is a veritable killing machine.
Organization: Solitary
Using an almost supernatural degree of stealth, it
Challenge Rating: 10
Treasure: None
surprises its opponents and slashes at them with its
Alignment: Always lawful neutral
fearsome tusks or tramples them under its immense
Advancement Range: 16-20 HD weight. It is swift for its size, and the thickness of its
gristly hide allows it to shrug off spears and arrows
Description like raindrops.
The iron tusker is an enormous boar with a Iron Hide (Ex): The hide of an iron tusker is so
black-bristled hide that's covered in hundreds of old tough that weapons striking it stand a chance of
scars. Its eyes are wild and bloodshot, and its tusks breaking. If a character rolls a natural 1 to strike the
are more than a foot long, gleaming like polished iron tusker, roll 1d6 and add any magical weapon
ivory and sharper than a sword. bonus. On a 1-2, the weapon breaks. Any other result
Legends claim that the iron tusker is not a living has no effect.
creature at all, but a physical manifestation of a curse Razor Tusks (Ex): If the iron tusker causes a
imposed by the gods on a foolish and vainglorious critical hit in combat, there is a chance that it will
noble. The iron tusker simply appears without warn- sever a victim's limb. Roll 1d6: 1-2, no effect; 3-4,
ing in the forests surrounding a lord's castle and arm severed; 5, leg severed; 6, head severed
begins to terrorize the local folk, killing hunters and (character killed). If a limb is severed, the victim
innocent travelers alike, as if daring a hunting party loses 33% of their current hit points for a lost arm
to try and stop it. and 50% for a lost leg.

121
CREATuRE COLLECTION

Keffiz
Medium-size Magical Beast Keffiz that are set on patrol are not expected to
Hit Dice: 8d10+24 (68 hp) remedy the situation. However clever and cunning
Initiative: +4 (Dex) they may be, though, they are still less intelligent
Speed: 60 ft. than the average human. Keffiz are simply set down
AC: 21 (+4 Dex, +7 natural) to keep an eye on suspicious activities within their
Attacks: Bite +11 melee run, then report back to their superiors. Their supe-
Damage: Bite 2d4+3 riors typically dispatch a clutch of savant hydrae,
Face/Reach: 5 ft. by 5 ft./5 ft. each with a brace of keffiz, to further evaluate the
Special Attacks: None situation.
Special Qualities: Animal friendship, SR 10 Occasionally, powerful and devout priests of
Saves: Fort +9, Ref +6, Will +2 Chardun will be favored with a brace of keffiz as
Abilities: Str 16, Dex 18, Con 16, bodyguards and pets.
Int 8, Wis 11, Cha 12
Skills: Animal Empathy +6, Escape Artist +4, Combat
Jump +8, Listen +8, Spot +8 In combat, the keffiz drive any companion
Feats: Dodge, Track canines that they may have recruited into combat
Climate/Terrain: Any first, to soften up their opponents. If they have
Organization: Solitary, brace (2), pack (3-6) unreported information, they will use the canines to
Challenge Rating: 4 draw off or slow pursuit so that they can make their
Treasure: None report. When under the command of more powerful
Alignment: Always lawful evil beings, the keffiz themselves are used in the same
Advancement Range: 6-8 HD (Medium), 9-10 HD (Large)
role to soften up powerful opponents and delay or
Description misguide pursuit.
Animal Friendship (Su): Three times per day, a
Keffiz are the hunting hounds of Chardun, who
track his enemies and whose steel fangs make his keffiz can invoke a charm effect on a non-magical
canine, causing the animal to view the keffiz as an
displeasure known. Once normal dogs, these crea-
alpha pack member. The canine must succeed at a
tures are reshaped by the power of their god. Their
fangs and talons are made from glittering steel, and Will save (DC 16) to resist, or the beguiling lasts for
one week.
their thick black fur is as tough as wire.
Keffiz are generally encountered under two cir-
cumstances. The first is in the company of savant
hydrae, another of Chardun's servitor creatures. The
savant hydrae use keffiz as hunting hounds and
attack dogs, and they seldom travel without a number
of these creatures.
However, keffiz can also hunt without the
guidance of their hydra handlers. Far more
intelligent than a dog of their size, keffiz are
often dispatched to remote areas where
Chardun or his subordinates suspect that
some threat might lurk. These creatures
patrol large stretches of territory in an
irregular circuit, walking their route on a
daily or near-daily basis. As servants of
Chardun, keffiz have an innate talent for
dominance. A keffiz will typically be
accompanied on a patrol of an area by two to
four wolves or domestic dogs that it has recruited.
These creatures are fanatically loyal to the keffiz,
and they will defend it to the death.

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CREATuRE COLLECTION

Lard Worm
Diminutive Vermin Description
Hit Dice: 1 hp Just as parasitic fish have a symbiotic
Initiative: -1 (Dex) relationship with some sharks, so do lard worms
Speed: 5 ft., climb 5 ft., swim 10 ft. have a symbiotic relationship with fatlings (qv.).
AC: 13 (+4 size, -1 Dex) Around 10 inches long and half-an-inch thick, lard
Attacks: Bite +0 melee worms live deep in the folds and recesses of fatlings'
Damage: 1 hit point mounds of flesh, cleaning away the various
Face/Reach: 1 ft. by 1 ft./0 ft. unwholesome substances (including smothered
Special Attacks: Paralysis victims' bodies) that accumulate there. One active
Special Qualities: Vermin fatling can host as many as several hundred worms.
Saves: Fort +2, Ref -1, Will +0 Lard worms almost always attack creatures that are
Abilities: Str 3, Dex 8, Con 10, enveloped by a fatling, as the paralysis the worms
Int 1, Wis 10, Cha 1 induce makes it more likely that the creature dies
Skills: None there and becomes food for the colony.
Feats: None
Climate/Terrain: Underground or on fatlings Combat
Organization: Colonies (1-200) Lard worms strike at anything that gets caught in
Challenge Rating: 1/4 the folds of a fatling's oily skin. If a fatling is in
Treasure: As per the fatling host combat for more than a few rounds, lard worms may
Alignment: Always neutral become sufficiently agitated that they slither out of
Advancement Range: None the fleshy crevices they inhabit to attack the fatling's
enemies.
Paralysis (Ex): Those bitten by a lard worm
must succeed at a Fortitude save (DC 10) or be
paralyzed for ld6+5 rounds.
Vermin: Lard worms are immune to mind-alter-
ing effects.

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CREATuRE COLLECTION

Lotus Flower
Tiny Plant

Description
Many varieties of flowering lotus plants exist
throughout the tropical regions of the Scarred Lands.
While all of the species seem to carry some type of
toxin in their pollen, only rare species are toxic
enough to affect creatures larger than insects or
birds.
These rare species are harvested from the wild
and sold at exorbitant prices in black markets to
those arcane sorcerers and assassins who are
knowledgeable in their uses.
Fresh lotus blossoms carry the full potency of
the plant's toxin, but if the flower cannot be used
while fresh, it must be properly dried and prepared
by an alchemist or herbalist. Anyone preparing a
poison from freshly harvested lotus flowers must
succeed at an Alchemy or Profession (Herbalist) skill
roll (DC 16). Failure wastes the pollen from the
plant, and failure on the skill roll by more than five
indicates that the alchemist or herbalist has poisoned
himself or someone nearby (at GM's discretion).
Some of the lotus varieties whose poisons are
potent enough to affect humanoids are described One dose of black lotus poison will fetch at least
here, but the list is by no means exhaustive. 1000gp the rare time it can even be found on a black
market.
Black Lotus
The black lotus grows from a thorny creeper Golden Lotus
vine high in the tree canopy of tropical rain forests, The golden lotus grows in low light, often creep-
such as the mighty Galumganjus. Its small blossoms ing through underbrush in a forest floor. The flower
range from violet to dark purples that appear nearly is a magnificently large, golden yellow bloom with a
black. Anyone searching for this deadly blossom is long, brilliant red stigma. The flower gives off a
in for a long and usually fruitless search, as the black potent fruity aroma that can be smelled at some
lotus is exceedingly rare. Occasionally dead birds distance, and the flower itself is sweet and succulent
and monkeys at the foot of a tree indicate that the to the taste.
deadly blossom hangs somewhere above. Anyone who ingests both the golden pollen and
Considered the most powerful poison available, the red stigma of the flower (which anyone eating a
a preparation made from the black lotus is coveted whole blossom would certainly do) will wish they
by assassins. If the natural pollen fresh from the had chosen another meal. Once these two parts
plant or a preparation made from dried black lotus combine, they form a powerful toxin that will likely
flowers is inhaled, the victim must pass a Fortitude kill the person. The unlucky victim's body then
saving throw (DC 24) or collapse dead. Even a becomes the compost from which new golden lotus
successful saving throw still has a paralyzing effect plants spring.
on the victim, effectively lowering his Dexterity by 6 Anyone ingesting both stigma and pollen suffers
(anyone taken to zero or less Dexterity falls to the 1d4 points of damage each round until he dies from
ground completely paralyzed). Victims who make internal hemorrhaging. During this time, the victim is
their save also find their nose, mouth and throat effectively stunned while his muscles go into seizure,
numbed by direct contact from inhaling the poison, and he vomits up blood. However, if the victim
making breathing painful and speech nearly passes a Fortitude saving throw (DC 15), he suffers
impossible. only one point of damage each minute for 2d4 min-
Victims of black lotus poisoning show a dark utes, and he does not suffer any stunning effect.
purple stain around their nostrils or lips depending
on where they inhaled the poison.

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CREATuRE COLLECTION

The golden lotus is prized by assassins (who minister to slip green lotus into the king's cup and
endeavor to feed their victim both parts of the flower turn the monarch into his puppet. Rich merchants
separately). As neither the pollen nor the stigma is might also contract assassins to slip this drug into the
poisonous by itself, the two components can some- food of the merchant's rival days before an important
times be slipped into a victim's food without price negotiation. Finally, the nefarious green lotus
detection. The pollen will stay active in an ingester's brothel in the Seven Sins section of Shelzar is infa-
digestive tract for a day (during which the ingester mous for its use of the drug to convert anyone
may feel mild nausea). If the victim eats the stigma delivered to the craven establishment's back door
during that time, the combined toxic effect will be into a working slave at the brothel.
realized. Green lotus can sometimes be found at herbalist
One golden lotus blossom will fetch upwards of shops as well as black markets, and it typically costs
400gp on the black market. 50 gp per blossom.

Green Lotus Blue Lotus


The so-called green lotus is actually a blossom The blue lotus pollen can be inhaled or ingested,
of the blue lotus picked while the flower buds are and it provides a narcotic effect in its user (or
still green. The buds are dried and then ingested for victim). Anyone trying to resist its effects may
effect. attempt a Fortitude saving throw (DC 13) to shake
The green lotus prevents anyone who ingests it off its effects.
from dreaming properly for 1d4+l days unless they Anyone afflicted by it will become very drowsy
succeed in a Fortitude saving throw (DC 20). Any- and begin to have hallucinatory effects one minute
one ingesting the green lotus on purpose to acquire after inhaling it (or 10 minutes after ingesting it).
its effect may change any positive level modifier The effects last 1d4+l hours.
they may have for their Fortitude save to a negative The effects of blue lotus are almost always eu-
modifier. However, since the ingester's body will try phoric for the user. Many of the Scarred Lands'
to reject the toxin instinctively, a save must still be disaffected wealthy take up the use of blue lotus as a
made. recreational drug, become addicted to its pleasurably
Anyone afflicted by the green lotus toxin and effects and spend most of their days in a
thereby prevented from dreaming will lose one point hallucinatory haze.
of Wisdom temporarily for each day that they do not The visions offered by the blue lotus seem to
dream. Even though they will sleep and rest their have some benefit to oracles and seers however.
body, their mental faculties become impaired without Anyone under the effects of the lotus may cast
normal dreaming. divinatory type magic spells as if they were three
Properly timed, subsequent doses of green lotus levels higher. (They do not gain new spells; they just
blossoms will extend the dreamless effect and result- cast their existing spells at greater effect.) Also,
ant loss of Wisdom unless the victim makes his anyone using the blue lotus may receive a vision of
saving throw against the new dose(s). Victims future or past events relevant to his own life. Such
brought to 1 Wisdom or lower lose all meaningful visions are left to the GM for whatever story
willpower and will accept any idea presented to purposes they might serve.
them. Physically self-destructive instructions (such The side effects of the drug do make it ill suited
as, "Jump off this cliff.") would still allow the victim for adventurers. Anyone under its effects loses two
a Will saving throw to resist carrying them out (DC points of Strength and Dexterity temporarily. These
10). points return as soon as the blue lotus runs its course.
Victims recover any lost Wisdom at a rate of The victim also sees hallucinatory visions that appear
two points per day of normal sleep once they are no quite real. These hallucinations appear and disappear
longer under the green lotus's effect. However, at the GM's discretion, and each hallucination can be
behaviors or beliefs conditioned into a victim who disbelieved like illusion magic. However, those
had fallen to Wisdom 1 or less stand a good chance under the drug's effects are at -4 to saving throws
of enduring even when the green lotus wears off and against illusionary magic, including disbelieving the
the victim recovers [GM's discretion or allow a Will blue lotus induced visions.
saving throw (DC 20)]. Additionally, whenever someone under the ef-
Green lotus is commonly used to brainwash or fects of blue lotus has an adrenaline surge (such as in
interrogate prisoners. Arcane wizards will sometimes anger, in combat or during physical exertion), the
prescribe it as a remedy if someone is being afflicted hallucination effect becomes more pronounced, and
by a spirit through their dreams or if the wizard the visions become more horrific (e.g., beasts which
himself has raised the ire of a dream spirit and fears attack the victim).
being visited. And, like more typical uses for other
poisons, it is not unknown for an ambitious prime

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CREATuRE COLLECTION

Anyone under an adrenaline-related passes a Fortitude saving throw (DC 13). The victim
hallucination surge are at -2 to attack rolls and will gains one additional saving throw each day to
have 1d4 hallucinatory dangers about. awaken from the coma, but the DC goes up by 1
Blue lotus typically grows in swampy areas. Its each day.
thick vines yield lots of blue blossoms. When prop- Additionally, the white lotus is resistant to nor-
erly dried and prepared, blue lotus will sell on the mal anti-toxin or even magical poison-curing effects.
black market for 30gp a dose. Anti-toxins provide no bonus to the victim's saving
throw. Spellcasters seeking to affect the poison
Red Lotus through magic must additionally overcome the toxin
When red lotus pollen is brushed onto its user's as if it had a Spell Resistance equal to the current DC
skin, its extremely subtle fragrance grants the user +3 of the victim's Fortitude save to recover from the
Charisma for all social exchanges and skill rolls coma before their spell will have any effect.
where the subjects of the skill roll are within range to It is very difficult to discern a white lotus coma
smell the red lotus (typically 15 feet). The pollen from true death, and many a victim has had to go
does not change Charisma for any other purpose, so through funeral rites (funeral pyre, burial,
it does not improve a sorcerer's magic bonuses, for mummification, etc.) before actually dying.
example. Its effects last one day or until the user Superstitious assassins are loath to use white lotus
bathes, sweats profusely or something else washes for this reason, believing that any victim killed in
the pollen away. such a fashion will rise as undead and seek out the
Applications of Red Lotus pollen cost 25 gp in assassin as its first victim.
the rare herbalist shop that carries it, or more on the White lotus grows only in complete shade. If its
black market. pollen is exposed to direct sunlight, it turns from
white to violet and becomes inert. White lotus coma
White Lotus victims exposed to sunlight may have traces of
Inhalation or ingestion of fresh white lotus pol- pollen on their lips or nasal openings turn violet, but
len or a dried preparation thereof, causes a death-like this coloration is difficult to differentiate from black
cataleptic state in its victim (within one minute if lotus stains.
inhaled or 10 minutes if ingested), unless the victim White lotus doses sell for 200 gp in black
markets.

126
CREATuRE COLLECTION

Manster
Large (Tall) Magical Beast Often these profiteers end up as food for the
Hit Dice: 5d10+15 (42 hp) mansters, which in turn means the mansters have
Initiative: +5 (+1 Dex, +4 Improved Initiative) little reason to abandon their position and thus
Speed: 40 ft. further delay the route's re-opening.
AC: 15 (-1 size, +1 Dex, +5 natural)
Attacks: Bite +4 melee, 2 claws +9 melee Combat
Damage: Bite 1d4+5; claw 2d8+5 A manster prefers to ambush its prey. If it can
Face/Reach: 5 ft. by 5 ft./10 ft. attack a lone victim, so much the better, but
Special Attacks: None otherwise it uses its ability to move unseen in
Special Qualities: Darkvision 100 ft., invisible in shadow darkness to close within attack distance and leap
Saves: Fort +7, Ref +3, Will +0 upon one or more victims (sometimes throwing itself
Abilities: Str 21, Dex 13, Con 16, upon all nearby victims with a Whirlwind Attack).
Int 4, Wis 6, Cha 5 Mansters possess enough rudimentary intelligence to
Skills: Hide +10, Jump +4, Listen +6, know that even camped travelers sometimes wander
Move Silently +6, Spot +4 from the group to relieve themselves, so they often
Feats: Improved Bull Rush, Improved Initiative, wait for such an opportunity. They also attack and
Multiattack, Power Attack, Spring Attack,
then slip into the shadows beyond a campfire to
Whirlwind Attack
disappear before attacking again a moment or two
Climate/Terrain: Temperate grasslands and forests
later.
Organization: Solitary or pack (5-8)
Challenge Rating: 3 Invisible in Shadow (Ex): Whenever a manster
Treasure: Standard stands still or moves slowly (5 feet) in shadow or
Alignment: Usually neutral evil complete darkness, it becomes invisible to all natural
Advancement Range: 4-7 HD (Large), 8-10 HD (Huge) and extraordinary sight, including darkvision and
sight-based Keen Senses. Other senses, such as
Description smell, are not affected.
The manster is a pack-
oriented primate. They often
travel and hunt alone, but
frequently return to rejoin an
extended family unit. Their
rangy bodies are thick and
obviously powerful. They
have fangs, but these are
not nearly so imposing as
the dangerous talons on
the beasts' front paws.
Mansters are much feared
for two reasons: their some-
thing-more-than-animal
intelligence and many special
feats that render them very
dangerous.
Travelers in particular are
wary of mansters because the
animals have begun to treat some
trade routes, such as the one from
Eldura-tre to Tanshon of the continent of
Termana, as a sort of humanoid migratory route.
In fact, it is not unknown for a pack or two of
mansters to take up residence right along such routes
and cause so much death and delay that merchants
must essentially shut down the route for some
time. This has caused food and goods shortages
in a number of locations, which leads to
profiteering merchants risking the route
despite the manster threat.

127
CREATuRE COLLECTION

Manticora
Medium-size Monstrous Humanoid Description
Hit Dice: 2d8+4 (13 hp) A vicious, predatory race crafted by Vangal
Initiative: +6 (+2 Dex, +4 Improved Initiative) during the Titanswar, the manticora of the Scarred
Speed: 30 ft. (bipedal), 45 ft. (on all fours) Lands are leonine humanoids with a definite taste for
AC: 16 (+2 Dex, +2 leather armor, human flesh. Manticora, or "Vangal's cats" as they're
+2 natural) sometimes called, are unmistakably inhuman. Their
Attacks: Spiked chain + 4 melee; bite +3 melee, vaguely catlike faces are distended outward, and
2 claws -2 melee; harpoon +4 ranged their teeth are more sharklike than feline. (A
Damage: Spiked chain 2d4+1; bite 1d4+1; claw
manticora, like a shark, sheds and replaces its teeth
1d3+1; harpoon 1d8+1
constantly.) Their bodies are covered with russet-
Face/Reach: 5 ft. by 5 ft./5 ft.
gold fur, and their legs are digitigrade. A manticora
Special Attacks: None
also possesses long, retractable black claws on hands
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +5, Will+0
and hind paws.
Abilities: Str 13, Dex 15, Con 14,
The average member of the race stands some-
Int 11, Wis 10, Cha 11
where between 5'6" and 6'6", although they tend to
Skills: Climb +6, Hide +5, Intimidate +4, Jump lean forward when walking or running on two paws.
+5, Listen +4, Move Silently +7, If its hands are free, a manticora can bound on all
Wilderness Lore +3 fours,
Feats: Improved Initiative, Track, Weapon increasing
Finesse (Spiked Chain) its ground
Climate/Terrain: Any warm, especially savanna or speed. They
badlands tend to weigh
Organization: Hunting party (2-5), pride (10-60) about 150 to
Challenge Rating: 2 200 pounds,
Treasure: Standard with not a scrap
Alignment: Usually chaotic evil of body fat.
Advancement Range: By character class Manticora can
speak Common, and
they can
communicate basic
concepts ("no," "mine,"
"kill") to most cat
species via body
language, growls and
snarls.

128
CREATuRE COLLECTION

Manticora embody most of the worst traits of Manticora Characters


cats and humans. They are affirmed man-eaters; Scarred Lands manticora make proficient bar-
human flesh is a great delicacy among the race. barians, rangers, fighters, rogues and evil druids;
What's more, manticora enjoy hunting for sport, their preferred multiclass is barbarian. Manticora
particularly sentient races; they take great pleasure in clerics typically choose the domains of Destruction
the fear and pain of their prey. To one of Vangal's and Strength. They have very few wizards, although
cats, there is no greater proof of their hunting superi- a few prides are notorious for bloodlines that
ority than to be able to deliver agonizing, terror- produce more than their share of sorcerers.
stricken death to the victim of their choice. By
tormenting their prey, they believe that they reaffirm
their position at the top of the food chain.
Combat
Vangal's cats can use weapons, but only if they
Manticora society is based on the pride; these
feel that their prey is dangerous. When they're
war bands are more inclined to rove from place to
confident in their ability to take a victim down, they
place than to stake out a territory of their own. Once
resort to tooth and claw for "added intimacy."
they've entered a hunting ground, they take prey with
They're skilled at curing hides, and they typically
little regard for the long-term health of the ecology.
wear armor sewn together from the hardened skins of
Manticora never mark their territories; that might
their prey, augmented with the occasional scrap of
deprive them of potential prey. A pride is led by a
scavenged metal. When using weapons, they prefer
powerful male and his mates (usually three or four of
short harpoons (like barbed shortspears) designed to
them), all of whom are likely to have a few levels in
sink into flesh and stay there, weighting prey down.
one or more character classes. Vangal's cats are
When closing for the kill on a dangerous victim, they
unlikely to keep domestic animals, although some
use spiked chains to entangle their foes or simple
prides have bred a particularly vicious breed of lion
chopping or slashing weapons.
to guard their camps. Only the strongest prides can
Manticora tactics typically involve harrying
afford this luxury, for it requires them to bring in all
their prey to tire it out, sneak attacks and even
the more meat.
psychological warfare. Although they're sufficiently
ferocious to fight in open combat, they prefer
keeping a fight on their terms at all times.

129
CREATuRE COLLECTION

Marrow Knight
Large (Long) Undead
Hit Dice: 12d12 (78 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 19 (-1 size, +8 armor, +2 natural)
Attacks: Heavy lance +16 melee; or greatsword
+15 melee; or longbow +13 ranged
Damage: Heavy lance 1d8+4; greatsword 2d6+4;
arrow 1d8
Face/Reach: 5 ft. by 10 ft./5 ft. (10 ft. with lance)
Special Attacks: Trample
Special Qualities: Undead
Saves: Fort +4, Ref +6, Will +8
Abilities: Str 18, Dex 14, Con,
Int 10, Wis 10, Cha 14
Skills: Jump +5, Listen +4, Spot +6
Feats: Improved Initiative, Weapon Focus
(heavy lance)
Climate/Terrain: Any land
Organization: Patrol (4-6), column (11-16)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement Range: 10-15 HD (large)

Description
The necromancers of Hollowfaust have devised Some, particularly parapet guards, use longbows to
(or perhaps discovered in some once-forgotten whittle down opponents at a range. Marrow knights are
chambers) many undead servitors to guard their not particularly tactically innovative, although those
labyrinthine home (and to sally forth as an army, under a necromancer's direction gain the benefit of their
should it prove necessary). One of their crowning master's intelligence and can follow ever more
achievements in this field are the elite cavalry called complicated instructions.
marrow knights. These knights are crafted from the Trample (Ex): These undead knights can ride
bones of humans and horses defeated and collected down Small or smaller opponents, crushing them under
by the necromancers, and resemble skeletal centaurs; their hooves. If a Small opponent provokes an attack of
they have been armored and barded, and long bone opportunity while in melee with a knight, the undead
spurs protrude from most major joints. gains an immediate trample attack at +20 on the attack
Marrow knights have a measure of intelligence, roll. If the knight hits with this attack, the target is
even sentience, but they have no independent knocked down, takes 2d6 damage, and is pinned. The
thought of their own. They are compelled through victim must make a successful Reflex save (DC 18) as
the rites of creation to obey the necromancers of an action to roll free. If he fails or takes a different
Hollowfaust; they possess no other ambition. Some action, he suffers an additional 2d6 damage as the
serve their masters as steeds. Others patrol the outer skeletal knight continues to trample him. The victim
corridors of the vast castle, riding down any intruders may continue to try to escape in successive actions. A
who might creep in to steal the necromancers' marrow knight may trample only one opponent at a
treasures or secrets. Knights without direct orders time, but he may fight with his usual weapons while
may come up with some creative or illogical doing so at no penalty.
interpretations of their duties, such as slaughtering Spurs (Ex): The bone spurs protruding from mar-
humans from other lands and bringing back their row knights serve as a measure of defense. Anyone
corpses as raw material. attempting to grapple one in combat (which may in-
Combat clude attempts to leap on its back, body slams or bite
attacks) must make a successful Reflex saving throw
Marrow knights are remarkably quick for undead, and (DC 12) each round of potential contact with a spur or
often catch their opponents flat-footed with the speed take 1d10 points of damage from striking a spur.
of their assault. They typically begin combat with a
Undead: These beings are immune to poison,
massed charge, driving lances into targets, then draw-
sleep, paralysis, stunning and disease. They're not
ing greatswords to hack at foes.
subject to critical hits, subdual damage, ability damage,
energy drain or death from massive damage.

130
CREATuRE COLLECTION

Memory-Eater
Medium-size Undead (Ghoul) Combat
Hit Dice: 4d12 (26 hp) Unlike most ghouls, a memory-eater generally
Initiative: +2 (Dex) does not hide itself from society, but rather attempts
Speed: 30ft. to confront former companions that it's able to find.
AC: 15 (+2 Dex, +3 natural) When a memory-eater is reminded of its undead state
Attacks: Bite +5 melee, 2 claws +0 melee (usually by the revulsion on the faces of the people it
Damage: Bite 1d8+1; claw 1d4+1 confronts), it attacks those responsible.
Face/Reach: 5 ft. by 5 ft./5 ft. Memory Eating (Ex): When devouring a vic-
Special Attacks: None tim, the memory-eater consumes some images and
Special Qualities: Undead, memory eating memories of the victim as well. The memory-eater is
Saves: Fort +1, Ref +3, Will +6 not able to distinguish these from any others it may
Abilities: Str 13, Dex 15, Con , have and assumes the memories of the devoured
Int 16, Wis 14, Cha 16
person are his own.
Skills: Climb +4, Escape Artist +8, Hide +4,
Intuit Direction +5, Jump +4, Listen +4, Undead: A memory-eater is immune to poison,
Move Silently +7, Search +8, Spot +8 sleep, paralysis, stunning and disease. It's not subject
Feats: Multiattack to critical hits, subdual damage, ability damage, en-
Climate/Terrain: Any land ergy drain or death from massive damage.
Organization: Solitary
Challenge Rating: 4 Spawn
Treasure: Standard Like other ghouls, memory-eaters usually
Alignment: Usually chaotic evil devour those they kill. If a body of a victim is left
Advancement Range: 5-6 HD (Medium-size) unconsumed and not given sanctified burial rights, it

Description
rises from the grave as a memory-eater within a
week.
Upon awakening from death, this form of ghoul
retains a bit of its former intelligence and memories,
often not even recognizing its undead state. Cursed
to wander the countryside wracked by the anguish of
the dead and the memories of its past life, memory-
eaters often seek out clothing, equipment and
especially companions that the creature remembers
or with which it has some lingering connection.
Sometimes, a memory-eater attempts to reclaim
its former role in life through sheer brutality
finding its old home and forcing former loved ones
to acknowledge its presence. These attempts soon
fail as the ghoul's companions' evident fear enrages
the memory-eater by reminding it that it is no longer
of the living. When its attempts to reclaim its former
life fail, the memory-eater usually flies into a berserk
rage, killing anything in its path.
Additionally, a memory-eater gains fractions of
memories and experiences from those upon whom it
feasts. Sadly, many memory-eaters cannot distin-
guish these memories from each other, causing them
to seek out objects and people that have nothing to
do with their former existence and once again try to
resume the "normal" life of a person whose
memories they have eaten. Typically, a memory-
eater wanders by night, looking for a specific lover
or friend who can help the ghoul make sense of
things. Upon finding that subject, the scene ends in
murderous horror with the memory-eater consuming
the new victim, and the cycle begins anew.

131
CREATuRE COLLECTION

Mere-Lurker
Tiny Animal
Hit Dice: 2d8-4 (5 hp)
Initiative: . +3 (-1 Dex, +4 Improved Initiative)
Speed: Swim 5 ft.
AC: 11 (+2 size, -1 Dex)
Attacks: Hooks +1 melee
Damage: Hooks 1d3
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Poison hooks, envelop
Special Qualities: None
Saves: Fort +1, Ref -1, Will -2
Abilities: Str 5, Dex 9, Con 6,
Int , Wis 6, Cha 2
Skills: None
Feats: None
Climate/Terrain: Temperate, freshwater pools
Organization: Colony (5-10)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Always neutral
Advancement Range: 1-3 HD

Description
The mere-lurker is a small aquatic animal with a Though the perils of these creatures are well-
dark greenish-black lower body and muscular tail. known, each year there are stories of hopeful lovers
The inside of its enveloping hood is a pale green, and lured to their deaths by the false promise of a
resembles an irregular-shaped lily pad or other shal- glittering clutch of sapphires just beneath the surface
low-water plant. Its eyes the jewellike lures that of a shallow lake.
give the creature its more romantic name, Lover's
Folly are a deep sapphire blue, and can reflect Combat
even the weakest sources of light. The mere-lurker kills its prey through a combi-
Mere-lurkers are commonly found in shallow nation of suffocation and poisoning. Its hood
ponds or streams where animals and people stop for constricts around its prey with surprising strength,
water. They move about underwater by pumping air and inward-curving hooks dig deep into the flesh,
through small jets situated around their lower body, injecting its poison and making it that much harder
and at night they shift to different parts of their for the victim to escape. Finally, the creature uses its
territory, moving in among more innocent vegeta- powerfully muscled tail to pull itself deeper
tion for camouflage. Once in position, the mere- underwater, hopefully drowning the victim if the
luker's powerful tail wraps around a heavy rock or poison is not sufficient to the task.
sunken log to anchor itself, and at first light the hood Poison Hooks (Ex): The mere-lurker stings its
opens and rises to within a few inches of the water's prey with poison hooks that contain a powerful
surface, waiting for prey. When an animal drinks paralytic toxin (attack bonus included above). Vic-
nearby or a curious person attempts to touch the tims must make a Fortitude save (DC 18) or suffer
creature's jewellike eyes its hood closes like the two points of Dexterity ability damage per turn as
jaws of a trap, and dozens of retractable hooks long as the mere-lurker continues to envelop part of
situated around the hood's rim pump a paralytic the victim. This loss is temporary.
poison into the victim. The mere-lurker's tail Envelop (Ex): Victims must make a Reflex save
constricts, pulling the victim below the surface, (DC 18) to avoid having their hand or body part
where either the poison or the water finishes it off. enveloped by the creature. Once enveloped, it re-
Enzymes secreted from within the hood then liquefy quires a Strength roll (DC 20) to pry the monster's
the dead prey for consumption. hood open.
The brilliantly hued eyes of the mere-lurker
have in recent years come into vogue among lesser
nobles of many civilized countries, valued as
ornamental inlay or costume jewelry because of their
reflective qualities.

132
CREATuRE COLLECTION

Mill Slug
Gargantuan (Long) Vermin
Hit Dice: 16d8+112 (184 hp)
Initiative: -4 (Dex)
Speed: 20 ft.
AC: 6 (-4 Dex, -4 size, +4 natural)
Attacks: Bite +18 melee
Damage: Bite 5d6+6
Face/Reach: 20 ft. by 60 ft./10 ft.
Special Attacks: Crush
Special Qualities: Damage reduction 5/
Saves: Fort +17, Ref +1, Will +1
Abilities: Str 22, Dex 3, Con 25,
Int , Wis 3, Cha 10
Skills: Listen +2, Spot +4
Feats: None
Climate/Terrain: Temperate and warm coastal land
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement Range: 6-10 HD (Large), 11-15 HD (Huge),
17-20 HD (Gargantuan), 21-30 HD
(Colossal)

Description
It's almost certain that the mill slug is a by- Combat
product of the Divine War and that it wasn't Mill slugs aren't predators. When attacked, they
created intentionally. These monstrous gastropods crush their enemies under their gigantic bodies if
are dangerous mainly by accident; they lack the they can and flee if they can't. A mill slug will bite
sentience or even the instinct to be deliberately reflexively at any creature fool enough to approach
menacing. Stretching approximately 70 feet from its rasping mouthparts, but it is unlikely to go out of
eyestalk to tail-tip as an adult, a mill slug leaves its way to use a bite attack.
massive swaths of barren ground behind it, as it must Crush (Ex): Although mill slugs have a small
devour everything it can reach just to stay alive. range of movement and turn slowly, anyone rash
Mill slugs earn their name for their tendency to enough to attack them from the front risks ending up
destroy windmills. Apparently, the spinning motion underneath the slug. Although their bodies are soft,
of the airfoils attracts the slugs. A mill slug hypno- they are also thick-skinned and unbelievably heavy.
tized by a windmill's motion (or any other repetitive Anyone in front of the slug when it moves forward
motion of similar size) will attempt to smother the must make a Reflex save (DC 15) or be crushed
movement under its bulk. under the slug's massive body. The slug's weight,
Mill slugs are thankfully rare; although far from combined with the smothering slime that finds its
ideal prey, they are technically edible, and predators way down throats and into lungs, causes 3d12 points
otherwise down on their luck may try to take a chunk of damage each round. Hungry slugs stop on top of
out of a passing mill slug. Scholars theorize that the their victims, waiting for the slime to smother them.
mill slug is relatively immune to the ravages of
aging, and that they mate largely by accident (when Vermin: Immune to mind-altering effects.
one slug crosses the trail of another).

133
CREATuRE COLLECTION

Miredweller
Medium-size Monstrous Humanoid Combat
Hit Dice: 4d8-4 (14 hp) In combat, the miredweller may fight normally
Initiative: +3 (Dex) with its two claws. Of course, it prefers to use its
Speed: 40 ft. deadly skinfolds to attack.
AC: 13 (+3 Dex) Skinfold Wrap (Ex): If an opponent is
Attacks: Wrap +6 melee; 2 claws +6 melee successfully surprised from behind by a miredweller,
Damage: Wrap1d6+2, claw 1d4+2 the miredweller can attempt to wrap its winged
Face/Reach: 5 ft. by 5 ft./5 ft. skinfolds around its victim. The miredweller need
Special Attacks: Poison, skinfold wrap, smother only hit normally to do this, and the victim takes
Special Qualities: None damage from being pricked by thousands of tiny,
Saves: Fort +0, Ref +7, Will -1 painful hooks extending from the skinfold. This
Abilities: Str 14, Dex 17, Con 8, ability can only be used against Small and Medium-
Int 7, Wis 7, Cha 4 sized creatures. In order to break free, victims must
Skills: Listen +2, Hide +6 make a Fortitude save (DC 9 for Medium-sized
Feats: Dodge, Spring Attack opponents, DC 14 for Small opponents.) Every round
Climate/Terrain: Swamps of struggling to break free inflicts the normal ld6+2
Organization: Solitary (rarely), band (4-10) damage on the victim as the hooks tear at her.
Challenge Rating: 2 Smother (Ex): A wrapped opponent can be
Treasure: Standard suffocated while in the miredweller's perilous folds.
Alignment: Usually chaotic evil Every round that a creature fails to break free from
Advancement Range: 4-5 HD (Medium-size) 6-7 HD (Large) the skinfold wrap, it takes 1d3 points of smothering
Description damage.
Poison (Ex): Finally, the tiny needles inject
The foul, reptilian race of miredwellers inhabits poison into wrapped prey. Opponents must make a
swamps and marshes, where the beings can ambush Fortitude save (DC 12) or suffer an additional 1d4
passing creatures. They tend to inhabit locales near points of damage per round from poison. Breaking
the lairs of other humanoid races so they have a free of the skinfold wrap stops poison damage, but
steady source of creatures to feed upon. victims are nauseated for 2d4 rounds and suffer a -1
Miredwellers are small for Medium-size crea- penalty on all rolls while so nauseated.
tures. They have scaly, waxy skin and wing-like
skinfolds (not unlike a flying squirrel's) that are
attached to the sides of their bodies and their arms. A
myriad of tiny, sharp, curved hooks protrude from
the inside of these large flaps. The miredweller
attacks by swooping down on or creeping up behind
its victim and wrapping its wings about her.
Miredwellers tend to hunt in bands. A favorite
tactic is to have one or two miredwellers bait an
opponent, such that victims can be surprised from
behind, therefore becoming more susceptible to a
skinfold wrap.
Miredwellers worship Luchanig, the demigod of
swamp and mires. Luchanig's main form is that of a
large miredweller, and adventurers have spoken of
seeing the great miredweller beast roaming the bogs
and mires of the Scarred Lands. One tale holds that
Luchanig is a master assassin whose expertise in
poison is unparalleled and that he creates all manner
of lethal substances from the infinite variety of
plants, bugs and dark fen.
Yugman the Sage has hypothesized that
miredwellers actually draw the living essence out of
victims when they wrap them and prick them with
their pinhooks. That is to say, not only do the
miredweller's pinhooks inject poison but they also
absorb small doses of life energy. This is why,
according to Yugman, miredwellers as a race grow
slowly larger and more powerful over time.

134
CREATuRE COLLECTION

Miser Jackal
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3 (Dex)
Speed: 50 ft.
AC: 14 (+1 size, +3 Dex)
Attacks: Bite +0 melee
Damage: Bite 1d4-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Narcotic bite
Special Qualities: Scent
Saves: Fort +0, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 11,
Int 3, Wis 13, Cha 13
Skills: Hide +4, Jump +2, Listen +5, Move
Silently +6, Pick Pocket +5, Spot +5
Feats: Alertness
Climate/Terrain: Warm plains and savannahs
Organization: Solitary
Challenge Rating: 1/4
Treasure: Standard
Alignment: Always neutral
Advancement Range: 1-2 HD

Description
Miser jackals are a remarkably clever breed of If such a creature (or creatures) moves into a
jackal that is relatively common in the plains and miser jackal's hunting range, the jackal generally
savannahs of the Scarred Lands. The animals have a sniffs out the edges of the newcomer's territory.
keen sense of smell, and are particularly interested in Once the jackal finds a large predator or band of
metal. The miser jackal uses its gift for stealth to humans, it tries to lead them toward the lair of the
steal metallic objects from travelers or local other beast. If all goes well, the predator or humans
residents, instinctively "caching" them later in secret kill the newcomer, leaving the jackal free to swipe
hiding places. These jackals typically approach portions of the hoard or feast on the carcass a
targets under the cover of dusk, often while a band is most mutual relationship.

Combat
still making camp but before it's settled down and
posted sentries. They have an uncanny knack for
filching items that a party might need: a miser jackal Combat ? Never! Miser jackals would much
might steal a group's tent pegs just as it begins to rather flee than fight. They fight only when sick or
rain, or swipe a warrior's scabbard while he's desperate (such as a mother defending her pups), and
sharpening his sword. Once the jackal has its latest even then are limited to biting.
"toy," it quietly retreats before its victims can Narcotic Bite (Ex): In order to defend itself a
discover the loss. little bit, the miser jackal has taken to chewing the
Although this behavior would ordinarily classify leaves of the julka weed, a potent narcotic to which
the miser jackal as an intolerable nuisance, many the jackal possesses a natural immunity. Anyone
fortune-hunters refuse to kill the creatures. The rea- bitten by a miser jackal must make a Fortitude save
son is somewhat surprising: Miser jackals often act (DC14) or take two points of Dexterity and
as guides for large predators or heavily armed bands Intelligence ability damage. The ability loss lasts
of humans, leading them to the lairs of local threats between one to six hours.
particularly rich ones. The miser jackal's nose for
Scent (Ex): Miser jackals can smell creatures or
metal and its self-preservation instinct leads it to
sources of metal within 60 feet; if the target is
carefully mark the territories of any creatures in
upwind, the range increases to 120 feet, and if
possession of more than a coincidental amount of
downwind, the range decreases to 30 feet.
metal, and that are dangerous as well.

135
CREATuRE COLLECTION

Mistwalker
Medium-size Undead Combat
Hit Dice: 6d12 (39 hp) Evil mistwalkers work their mischief through
Initiative: +0 lies and treachery, sending would-be saviors into
Speed: 120 ft. hazardous traps and pitfalls. If confronted, they use
AC: 15 (+5 natural) their affinity with the mists to their advantage,
Attacks: Chilling touch +6 melee seeming to strike from every direction at once and
Damage: Chilling touch 1d8 leeching the warmth from their victims' bones with
Face/Reach: 5 ft. by 5 ft./5 ft. their chilling touch.
Special Attacks: Chilling touch Mist Walk (Su): Within the bounds of the mist,
Special Qualities: Mist walk, damage reduction 15/+1, the spirit can make attacks on a victim at the begin-
vulnerable to fire ning, middle or end of its movement, as desired.
Saves: Fort +2, Ref +2, Will +4
Chilling Touch (Su): The mistwalker's touch is
Abilities: Str 10, Dex 10, Con 10,
colder than ice. Victims hit by the mistwalker must
Int 9, Wis 9, Cha 12
make a Fortitude save (DC 19) or take one point of
Skills: Bluff +4, Hide +8, Intuit Direction +4,
Knowledge (religion) + 3, Listen +5, Constitution ability damage, in addition to the dam-
Move Silently +9, Spot +5 age from the blow. Lost Constitution points return at
Feats: None a rate of one per hour.
Climate/Terrain: Any Vulnerable to Fire (Ex): Mistwalkers take
Organization: Solitary double damage from fire-based attacks.
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement Range: 5-7 HD

Description
Superstitious folk close their doors and shutters
on spring and autumn nights, and say prayers against
the rising of a fog, for many believe that the swirling
cold fingers of mist are in fact the breath of the
restless dead. When the fog rises, ghosts walk the
earth, looking for mortals out at night who can lay
them to rest or salve their twisted hate.
Mistwalkers emerge only on nights when there
is a thick fog; they first appear over the spot where
they died, but these spirits are free to roam wherever
the fog extends, so they can wander many miles.
They appear as wispy, insubstantial forms,
sometimes glowing a pale green, like grave mold.
Most speak Common; all mistwalkers can apparently
understand each of the major languages, but can
speak only those they were fluent with in life.
Most of these spirits are tortured souls looking
for someone to complete an errand or carry a
message to a loved one so they can finally rest. Such
actions can usually be completed in a single night,
and sometimes these grateful ghosts lead their
saviors to hidden caches of treasure as a reward for
their compassion.
There are a few such spirits, however, who crave
no rest, but seek to vent their bitterness against the
living. These cruel ghosts appear in the guise of a
forlorn spirit, and try to fool kind souls into errands
that lead to hidden traps, misery and death.

136
CREATuRE COLLECTION

Moon Cat
Tiny Magical Beast It's seldom clear at the time why the moon cat
Hit Dice: 1d10 (5 hp) has appeared or whom it may approach. Only in the
Initiative: +2 (Dex) hours, days or even weeks after it has left is the
Speed: 40 ft. moon cat's influence felt.
AC: 14 (+2 size, +2 Dex) Mages believe that a moon cat offers direct
Attacks: Bite -1 melee, 2 claws -3 melee access to powerful magical energy. Not surprisingly,
Damage: Bite 1d4; claws 1d3 magic-users of all stripes are eager to get their hands
Face/Reach: 2.5 ft. by 2.5 ft./0 ft. on one for study or even to make into a familiar.
Special Attacks: Mass charm, paralysis There is no known instance of a moon cat being
Special Qualities: Portent, flawless teleport successfully captured, though. The rare times one has
Saves: Fort +1, Ref +6, Will +3 been caught, it has vanished by sunrise.
Abilities: Str 3, Dex 15, Con 12, A moon cat is the size of a large domesticated
Int 5, Wis 17, Cha 16 cat, with pale silvery fur and intense black eyes. A
Skills: Hide +8, Listen +12, Move Silently +8, faint nimbus appears to surround it at times, not
Spot +12 unlike the aura that often encompasses the moon.
Feats: Alertness, Dodge, Lightning Reflexes,

Climate/Terrain:
Multi-Attack, Mobility, Run
Any land
Combat
A moon cat can use its claws and teeth in
Organization: Solitary
combat, but it prefers to rely on its paranormal
Challenge Rating: 1/2
Treasure: Standard
abilities for defense.
Alignment: Always neutral Mass Charm (Ex): The moon cat automatically
Advancement Range: None generates this effect when it appears. It need not
speak the targets' language; the moon cat's body
Description language is sufficient to sooth those around it. Treat
The moon cat is a magical creature that appears the creature as a 9th-level sorcerer to determine the
after moonrise. It is drawn to places or people in number of Hit Dice affected. Subjects must succeed
impending crisis. Not always as straightforward as at a Will save (DC 20) to resist.
someone about to fight for his life, it could be a Paralysis (Ex): Anyone who touches the moon
number of significant events a treaty signing, the cat must succeed at a Fortitude save (DC 18) or be
birth of a great villain, the start of a romance and the paralyzed for 1d6+4 minutes.
like. Portent (Ex): The moon cat rubs against a
Sages and scholars argue whether the moon cat chosen target, gifting it with a portent. The subject
is a purely mystic portent or is simply a beast in tune may make a Will save (DC 16) to resist. The Game
with the moon. Those who have encountered a moon Master rolls 1d8 to determine the effect based on the
cat are inclined to think the former, as strange luck current moon phase:
follows them soon after. Legends agree that encoun-
Moon Phase Miracle Curse
tering a moon cat during a full moon is good luck, Full Moon 1-7 8
while seeing one during the new moon foretells Waning Moon 1-5 6-8
disaster. New Moon 1 2-8
Waxing Moon 1-3 4-8
The subject is unaware of which effect he's
received until he takes an action that plausibly trig-
gers it. For a miracle, it's important that the Game
Master describe circumstances so that the subject has
a clear understanding of his situation. The Game
Master determines how curse affects the target.
Flawless Teleport (Ex): The moon cat uses this
to home in on the site to which it feels drawn. When
its task is complete, the creature teleports back to its
lair. Many a wizard has spent a lifetime searching for
these places, to no avail.

137
CREATuRE COLLECTION

Morgaunt
Medium-size Humanoid When a town or castle is discovered by the
Hit Dice: 3d8+12 (25 hp) Order of the Morning Sky to be infested with
Initiative: +2 (+2 Dex) morgaunts, it is quickly surrounded and the
Speed: 60 ft. inhabitants have three days to wipe out the
AC: 17 (+2 Dex, +4 scale armor, +1 shield) infestation themselves or else everything is put to the
Attacks: Bite +5 melee and 2 claws +0 melee; or torch to prevent the infection from spreading. This
longsword +5 melee militant order of clerics faithful to Madriel has
Damage: Bite 1d4+2; claw 1d4+1; dedicated itself to rooting out such evil outbreaks of
longsword 1d8+2 disease and pestilence, and maintains mounted forces
Face/Reach: 5 ft. by 5 ft./5 ft. in chapter houses across the lands of Ghelspad to
Special Attacks: Infect race to suspected outbreaks at a moment's notice. In
Special Qualities: Feats of strength, immunities the event that these clerics are unable to answer the
Saves: Fort +7, Ref +2, Will +0 call, rulers sometimes turn to mercenaries or
Abilities: Str 15, Dex 15, Con 18, adventurers strong enough to do what must be done.
Int 9, Wis 8, Cha 7
Skills:
Feats:
Bluff +6, Hide +3, Listen +2, Spot +3,
Alertness, Armor Proficiency (medium),
Combat
Blind Fighting A morgaunt is capable of using weapons and
Climate/Terrain: Any armor to battle its opponents, but is equally likely to
Organization: Solitary, colony (2-12) attack using claws and teeth, the better to infect its
Challenge Rating: 1 prey. Most times these creatures are not capable of
Treasure: Standard concocting elaborate schemes or strategies, however,
Alignment: Always neutral evil exceptional creatures have been capable of not only
Advancement Range: By character class acting intelligently on their own, but leading large
groups of other morgaunts. The statistics provided
Description are for a typical human morgaunt, but virtually any
Morgaunts are living beings sentient race can be infected.
that have become infected by a Feats of Strength (Ex): Because the morgaunt's
parasitic grub that enters the body body is being driven by a colony of creatures inside
through a wound or is ingested its brain, the body can be pushed beyond normal
with infected meat. The grub, limits of strength and endurance, receiving the
initially little larger than a grain of following bonuses: Strength +4, Dexterity +4,
rice, works its way into the host's Constitution +7 (already calculated above).
brain and then begins to multiply. Immunities (Ex): The morgaunt is im-
As the colony grows, the host mune to the following: sleep, paralysis,
becomes increasingly violent and stunning and disease.
deranged, and develops an Infect (Ex): Anyone damaged by
insatiable hunger for meat. the morgaunt's bite must pass a
Eventually this hunger turns to Fortitude save (DC 14) to resist
cannibalism, and the morgaunt becoming infected by the
feeds upon its neighbors and loved parasite. Infected
ones, killing them as they sleep. victim's will gradual
Even if a victim survives an attack, show symptoms of car-
his wounds are almost certainly nivorous hunger and
infected, and before long another violent mood swings until a
morgaunt emerges to spread terror and number of days equal to their
death among the local folk. Constitution passes, at which
A morgaunt's appearance is variable, time their transformation into a
depending on how long the host body has morgaunt is complete. A
been infected. In the early stages, a spell to magical cure the
morgaunt's host looks pale and sickly, but parasite disease will
otherwise normal. As the infection spreads, cleanse the victim if
and the grub colony increases, the hosts' skin applied before their
turns sickly gray, and its eyes become sunken. final transformation.
Soon there are patches of skin sloughing away
from the decaying body, and upon first sight the
creature appears to be a zombie or other form of
undead.

138
CREATuRE COLLECTION

Murdersprite
Tiny Fey
Hit Dice: 1d6+2 (5 hp)
Initiative: +6 (+2 Dex, +4 improved initiative)
Speed: 15 ft., 60ft. Flight (good)
AC: 16 (+2 size, +2 Dex, +2 natural)
Attacks: Pin +5 melee
Damage: Pin 1
Face/Reach: 21/2 ft. by 21/2 ft./
Special Attacks: Poisoned weapons
Special Qualities: None
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 4, Dex 14, Con 14,
Int 6, Wis 10, Cha 6
Skills: Disable Device +2, Hide +5, Move
Silently +4, Pick Lock +2, Search +1,
Spot +3, Use Rope +1
Feats: Dodge, Improved Initiative, Weapon
Finesse (pin)
Climate/Terrain: Any, typically urban or forest
Organization: Gang (1-4), nest (1-100)
Challenge Rating: 1/2
Treasure: None (gang); standard (nest)
Alignment: Always neutral evil
Advancement Range: 2 HD (Tiny)

Description
Cruel and bloodthirsty creatures, murdersprites These sprites are as brutal to one another as they
enjoy undertaking sabotage, deception and observa- are to the larger inhabitants of the world around
tion. Intelligent but by no means swift-witted, these them, and their existence is a squalid caricature of
creatures are possessed of a malicious cunning, and human life, composed of little more than sly manipu-
they take great pride in inflicting woe. Unlike many lation and brutal dominance games.
of the creatures created by the Titans, murdersprites
have prospered in the time since the war. With their Combat
fast breeding cycle and malicious intelligence, they Most murdersprites carry pins, sharpened bits of
have infested many places, displacing rats as vermin wire or razor-edged fragments of glass they use for
or actually herding them for food. self-defense among their own kind or from
Where they are found, murdersprites are merci- aggressive animals. Despite their uncanny durability,
lessly hunted and destroyed. They can and will carry they prefer to avoid combat with things larger than
out campaigns of terror and sabotage for little more themselves. Typically, murdersprites attack with
reason than that fear and pain delight them. Where poison, pitfall and ambush as a last resort.
they dwell, small children and the elderly are set Poisoned Weapons (Ex): Anyone stabbed by a
upon and blinded or hamstrung, pets are poisoned murdersprite's weapon must make a Fortitude save
and tortured, and every grain silo is a bomb waiting (DC 13) or take 1d4 points of Constitution ability
to explode. damage. Each weapon retains its poison for only one
Murdersprites are certainly clever enough to use stab, after which the murdersprite must coat it in
tools. Even if they are not intelligent enough to poison again (as a move action which provokes
manufacture items, they are certainly able to filch attacks of opportunity).
them.

139
CREATuRE COLLECTION

Muskhorn
Huge (Long) Animal
Hit Dice: 15d8+150 (217 hp)
Initiative: -1 (-1 Dex)
Speed: 50 ft.
AC: 27 (-2 size, -1 Dex, +20 natural)
Attacks: Horns +23 melee
Damage: Horn 2d10+10
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Corrosive musk
Special Qualities: None
Saves: Fort +19, Ref +4, Will +4
Abilities: Str 30, Dex 8, Con 30,
Int , Wis 9, Cha 9
Skills: None
Feats: Trample
Climate/Terrain: Grasslands
Organization: Herd (5-10 bulls, 10-20 cows,
1d20 calves)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement Range: 6-17 HD

Description
Muskhorn herds were once a fixture of the
plains of Termana that spread southward from the
Combat
Enraged muskhorns emit a deafening bellow and
Iron Steppe, but relentless hunting from tribes of
charge opponents, hoping to gore or trample them.
steppe trolls and the recently returned humans have
At the same time, the angry bull exudes a powerful
thinned their numbers greatly, leaving the few
musk that attacks an opponent's eyes and nose,
remaining herds openly hostile to anything that
causing them to burn and itch abominably. The musk
moves on two legs.
has a strong acidic content that corrodes metal on
Muskhorns are huge, powerful grass-eaters, cov-
contact, giving rise to the muskhorn's nickname
ered in thick layers of gristle and brown fur. The
among humans, "swordbreaker."
skulls of muskhorn bulls are made of thick bone, and
their four long horns can reach lengths of up to four Corrosive Musk (Ex): Enraged bulls emit an
feet each. Bulls are highly protective of the herd, and acidic musk that irritates an enemy's eyes and throat,
immediately rush forward to challenge an interloper and is corrosive to metals. Creatures within 20 feet
who comes too close. During the early spring when of a muskhorn bull must make a Fortitude save (DC
muskhorn calves are born, the bulls are exceptionally 15) or suffer a -2 modifier to initiative and attack
aggressive and can attack without warning. rolls for 1d4 rounds. Armor and weapons within this
Steppe trolls attach considerable mystical sig- area of effect begin to corrode immediately. Owners
nificance to the muskhorn, and troll males must of such items should make a Fortitude save (DC 10)
successfully stalk and kill a bull as a rite of per item in each round that it is exposed to the musk.
manhood. The skull and breastbones of the bull are Once an item fails four saves, it is corroded beyond
taken back to the tribe and made into armor that the repair. Magical weapons and armor may add their
new adult wears with pride. respective bonuses to their saves.

140
CREATuRE COLLECTION

Narleth
Large (Tall) Aberration Combat
Hit Dice: 8d8+40 (76 hp) The narleth prefers to attack from ambush, con-
Initiative: +7 (+4 Improved Initiative, +3 Dex) cealing itself in deep shadows or underneath piles of
Speed: 60 ft., climb 60 ft. leaves or rubbish, then springing out and covering a
AC: 15 (-1 size, +3 Dex, +3 natural) victim with a spray of webbing. Once trapped, the
Attacks: Bite +9 melee, 4 claws +4 melee, and victim feels the narleth's bite, which first paralyzes
web spitter +10 ranged the body, then begins to dissolve it.
Damage: Bite 1d8+2 and posion; claw 1d6+1
Web Spitter (Ex): The narleth can spit a stream
Face/Reach: 5 ft. by 5 ft./10 ft.
of sticky webbing from an orifice located between its
Special Attacks: Web spitter, acid venom
mandibles. The webbing strikes anyone directly in
Special Qualities: None
Saves: Fort +11, Ref +5, Will -1
front of the monster up to a distance of 40 feet,
Abilities: Str 15, Dex 17, Con 20,
unless a target can make a successful Reflex save
Int 6, Wis 5, Cha 3
(DC 17). Anyone hit by the webbing is entangled
Skills: Balance + 10, Hide +10, Jump +8, immediately, requiring no less than three successful
Listen +4, Move Silently +8, Spot +12 Strength rolls (DC 16) to break free. Each attempted
Feats: Alertness, Combat Reflexes, Improved Strength roll takes the place of a move action.
Initiative Acid Venom (Ex): The venom of the narleth is
Climate/Terrain: Temperate forests, foothills extremely potent and highly acidic. Any victim (in-
Organization: Solitary cluding elves) bitten must make an immediate
Challenge Rating: 5 Fortitude save (DC 18) or be completely paralyzed.
Treasure: Standard If the victim is subjected to multiple bites, the poison
Alignment: Always chaotic evil builds up in the person's system and begins the
Advancement Range: 6-9 HD horrific process of dissolving flesh and bone. For

Description
each subsequent bite after a failed save, a victim
loses one point Constitution. This loss is permanent
The narleth, which in Elvish means "silken ability drain.
death," are a horrible blending of human and spider,
perhaps created as warriors during the war between
the gods and Titans, or perhaps simply mutated
during the wild magical storms that occurred
shortly afterward. The narleth is larger
than a man, with four arms ending in
strong, clawed hands, an impossibly
broad, bony chest and a large head
covered in bristly brown spines and
long, fang-tipped mandibles.
In the years following the ancient
war, the narleths were a plague
against elvenkind, terrorizing their
forests and preying upon their chil-
dren. Finally, the elves came
together and hunted these creatures
nearly to extinction, and now only a
few of the species remain, haunting
lonely caverns or nursing their hatred in
forgotten ruins. They delight in causing
misery to any creature that stumbles into their
clutches, immobilizing them in silken
cocoons and slowly dissolving them with
their venom.

141
CREATuRE COLLECTION

Night Singer
Diminutive Vermin During the summer months when the night
Hit Dice: 1d8-2 (2 hp) singer is active, it lays eggs along tree trunks close to
Initiative: +1 (+1 Dex) the water's edge, and the female uses its glow and
Speed: Fly 30 ft. eerie song to drive away possible predators. If an
AC: 15 (+4 size, +1 Dex) animal or person is unlucky enough to get too close
Attacks: Sting +0 melee to the eggs, the insect attacks, stinging the victim and
Damage: Sting Id4 injecting a powerful psychotropic poison. This poi-
Face/Reach: 1 ft. by 1 ft./0 ft son produces immediate and powerful hallucinations,
Special Attacks: Poison sting and a rush of terror that is somehow greatly
Special Qualities: Vermin enhanced by the night singer's complex buzzing.
Saves: Fort +0, Ref +1, Will -1 Most victims, overcome with nightmarish visions,
Abilities: Str 1, Dex 13, Con 6, run screaming deeper into the swamp, where any
Int 1, Wis 9, Cha 8 number of common hazards often seal their doom.
Skills: None The night singer's poison is greatly valued by
Feats: None both illusionists and assassins, who pay a high price
Climate/Terrain: Sub-tropical swamps for the insect's venom sacs, or better yet, a cluster of
Organization: Solitary healthy eggs.
Challenge Rating: 1/4
Treasure: Half-standard Combat
Alignment: Always neutral When its eggs are threatened, a night singer
Advancement Range: 1-3 HD
attacks immediately, darting in quickly to sting its
Description victim and then flying up and
out of reach, where its song
The beautiful but deadly night singers can begin work on the hapless
are large, five-inch-long insects similar to individual's senses. It maintains its
giant dragonflies, with deep green song until the victim flees the area; the
bodies and iridescent wings. The insect does not
insect's long, whiplike abdomen travel more
has an indigo-colored bulb at than 10
the tip and a long curved yards from
stinger similar to a its eggs for
scorpion's. At night, any reason.
phosphorescent
deposits along the Poison Sting (Ex):
The night singer's main defense
night singer's body
is a poison sting that causes
causes it to emit a
terrifying hallucinations. Any
ghostly green glow.
victim that is successfully stung
The insect's wings create
must make a Fortitude save (DC 22).
a lilting humming noise
Illusions, based on the victim's deepest
that changes pitch as the
fears, are incredibly vivid and involve all
creature rises and lowers in the air.
five senses. Each round, the victim may
Superstitious folk in the swamplands
attempt another Fortitude save (DC 18) to throw
and bayous of southern Ghelspad believe
off the effects. If the victim is still within earshot
that night singers are the spirits of
of the night singer's song, the DC for subsequent
betrayed lovers, beguiling travelers with
saves increases to 22.
their eerie, glowing dance, and their
beautiful, complicated "songs." Vermin: Immune to mind-altering effects.
Certainly anyone foolish enough to
pursue these dancing, singing
motes into the humid night are
oftentimes never heard from again.

142
CREATuRE COLLECTION

Night Terror
Medium-size Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2 (Dex)
Speed: 75 ft., climb 75 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: Bite +7 melee and 2 claws +2 melee
Damage: Bite 1d10+4; claw 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: None
Special Qualities: Nightvision 60ft.
Saves: Fort +5, Ref +3, Will +0
Abilities: Str 18, Dex 15, Con 15,
Int 9, Wis 8, Cha 7
Skills: Balance +4, Hide +6, Listen +8,
Move Silently +6, Spot +6
Feats: Alertness, Combat Reflexes, Cleave,
Track
Climate/Terrain: Rain forests, grasslands, plains
Organization: Pack (6-10)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement Range: 2-6 HD

Description
A night terror is a baboon-like ape slightly
smaller than a man, with a long prehensile tail and
covered in grayish-black fur. Reddish-orange eyes
gleam with startling intelligence from a black-
Combat
Night terrors are effective against even large
masked face, and yellow tusks bulge from its upper
groups of well-armed travelers by virtue of their
and lower jaws.
animal cunning. They're capable of sophisticated
Night terrors are legendary predators of the rain
tactics such as diversions, ambushes and even steal-
forests, feared as much for their frightening degree of
ing a victim's pack or weapons to draw him into a
intelligence as they are for their terrible savagery.
trap. These animals attack with teeth and claws, but
Night terrors have keen senses and are skillful
have been known to pick up a dropped weapon and
trackers, picking up a likely victim's trail and then
flail about with it in the heat of battle.
stalking it for days, learning its habits and potential
weaknesses. Operating in packs, night terrors use Nightvision (Ex): A night terror's keen sight
barks and long, ululating howls to communicate in allows it to see up to 60 feet at night as though it
the darkness, surrounding their prey and keeping it were in bright sunlight.
nervous and off-balance. When the time is right, they
ambush a target and overwhelm it with sheer
numbers, pulling it down under a writhing mass of
fur, talons and teeth.
What is most chilling about these creatures is
that, unlike most animals, they have been known to
kill simply for the pleasure of it. Night terrors
evidently enjoy terrorizing and slaying the animals
and people they encounter, and after a kill the trees
echo with gibbering shrieks that sound all too cruelly
human.

143
CREATuRE COLLECTION

Night Tyrant
Large (Long) Vermin
Hit Dice: 8d8+8 (44 hp) The night tyrant searches from the forest
Initiative: +8 (+4 Improved Initiative, +4 Dex) canopy, seeking likely prey bedded down amid the
Speed: 90 ft., climb 90 ft. trees below. Once it locates a likely victim, it slowly,
AC: 17 (-1 size, +4 Dex, +4 natural) silently descends along a tree trunk until it's within
underbelly is AC 13 range, and begins pumping its sedative mist into the
Attacks: Bite +8 melee air. Sensory bristles on the spider's legs monitor the
Damage: Bite 1d8+1 victim's body temperature and breathing, and when it
Face/Reach: 5 ft. by 10 ft./5 ft. senses that the soporific has taken effect, it comes
Special Attacks: Sedative spray down and drags the inert form back up into the trees,
Special Qualities: Vermin where it can be killed and eaten at leisure. Night
Saves: Fort +7, Ref +6, Will +2 tyrants never claim more than one victim a night, but
Abilities: Str 12, Dex 18, Con 12, have been known to stalk traveling parties for days
Int 1, Wis 10, Cha 6 on end, picking away at them a little each night.
Skills: Climb +14, Hide +18, Move Silently +15
Feats: Dodge, Improved Initiative, Spring
Attack, Track
Combat
The night tyrant is essentially a coward, and if
Climate/Terrain: Rain forests
confronted with fierce resistance it generally flees
Organization: Solitary
back into the trees. If cornered, it lashes out with its
Challenge Rating: 4
Treasure: Standard
forelegs and mandibles until it can find an opportu-
Alignment: Always neutral
nity to escape.
Advancement Range: 6-10 HD Sedative Spray (Ex): The night tyrant exudes a
fine, golden mist from its abdomen. The poison has a
Description strong, honeylike scent and it lulls victims into a
The night tyrant is a monstrous hunting spider, deep sleep. Potential victims within 30 feet of the
its skin colored in mottled shades of black, brown night tyrant must make a Fortitude save (DC 17) or
and green, which give it effective natural camouflage fall asleep. Victims that are already slumbering must
high in the forest canopy. The upper side of its body save versus a DC of 23. Once affected, victims may
is covered in a thick hide that provides it with a form not awaken unless shaken violently or otherwise
of natural armor, but its underside is soft and prodded by someone else, and even then the victim
vulnerable. must make a successful Will save (DC 13) to do so.
Deep forests with tall, massive trees Vermin: Immune to mind-altering effects.
provide shelter and concealment for this
terrifying breed of spider, a predator that
builds no web, but which excretes a fine
mist from its abdomen that acts as a
powerful sedative, lulling its victims
into a deep, almost catatonic sleep.

144
CREATuRE COLLECTION

Orafaun
Large Magical Beast
Hit Dice: 6d10+6 (39 hp)
Initiative: +0
Speed: 50 ft.
AC: 17 (-1 size, +5 natural, +3 deflection)
Attacks: Horns +5 melee
Damage: Horns 2d10
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Cause sleep
Special Qualities: Immunities, spells, gift of sustenance,
turn undead
Saves: Fort +3, Ref +2, Will +9
Abilities: Str 10, Dex 10, Con 12,
Int 17, Wis 18, Cha 17
Skills: Diplomacy +9, Listen +6, Sense Motive
+4, Speak Dwarven +5, Spot +4
Feats: Mobility
Climate/Terrain: Mountains (hills)
Organization: Herd (21-40, plus a patriarch with
8d10+8 HD)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral good
Advancement Range: 5-8 HD (Large)

Description
Erias, the renegade son of Belsameth, is the
demigod of dreams and none of his creatures repre-
sent this dominion better than the orafauna. Erias
created the orafauna as his priesthood he imbued
the orafauna with magical powers to allow them to
describe and interpret the meaning of dreams for
those who come to their temple and make oblation to
him. These creatures resemble angora goats, with
grand, forked horns and cloven hooves that shine like Those receiving this slumber drowsily bow to
precious metal. the grass. The sleep heals 1d4 hit points of damage
The temple of the orafauna is located in a region and revitalizes the recipient completely, eradicating
of hills known as the Solemnaic Vale on an island all fatigue. Those who have come on a special
off the western shore of Darakeene. Herein, standing pilgrimage to the temple and made sacrifices to the
upon the central (and highest) hill of the region, is god may be granted prophetic dreams, giving them a
the fane of Erias. The temple is constructed of white hint of some future event of particular importance to
stone and is detailed in pure precious metals. Travel- them. Orafauna may bestow this gift at will. If
ers who wish to have their dreams interpreted make a pressed, an orafaun may use this power against
pilgrimage here. hostile targets who must succeed at a Will save (DC
The orafauna are a good race and, like their 18) to resist falling asleep.
deity, they are nonviolent. They gather in herds, Gift of Sustenance (Sp): An orafaun can create
which are patriarchical in structure. A male orafaun enough food and water for one person for one day.
may have three to six wives, and 12 to 18 kids. This gift may be used once per day.

Combat
Spells: The patriarch and his chief wife are
spellcasters, the equivalent of 9th-level clerics with
Orafauna have special powers related to sleep special access to the domains of Air, Animal, Good,
and dreams. The following powers are ones that Luck, Magic and Trickery.
orafauna may perform for any traveler who meets Turn Undead (Su): Orafauna may turn undead
them anywhere within the sacred vale. six times per day as 6th-level clerics.
Cause Sleep (Su): Orafauna grant the gift of Immunities (Ex): Orafauna are completely im-
sleep to all travelers who request such. The sleep mune to all forms of mind control; they are affected
lasts for eight hours. by sleep and paralysis only if they choose to be.

145
CREATuRE COLLECTION

Paragon Crocodile
Huge (Long) Beast Combat
Hit Dice: 8d10+56 (100 hp) Like their mortal kin, paragon crocodiles are
Initiative: +1 (Dex) prone to lie under the surface of the water, waiting
Speed: 30 ft., swim 60 ft. for prey to draw near. But when defending a charge,
AC: 19 (-2 size, +1 Dex, +10 natural) they actively move about with surprising speed.
Attacks: Bite +14 melee, tail slap +8 melee Against multiple opponents, a paragon crocodile
Damage: Bite 1d12+7; tail slap 1d10+7 maneuvers into position to use both its bite and tail
Face/Reach: 5 ft. by 20 ft./10 ft. lash against different foes. If allowed to concentrate
Special Attacks: Improved grab on a single foe, it generally tries to grapple the
Special Qualities: Healing, telepathic communication, opponent and drag him into the water to drown.
underwater prowess, divine protection,
SR 15 Healing (Su): Paragon crocodiles are able to
Saves: Fort +13, Ref +3, Will +13 heal wounds by breathing (hissing) upon the wound,
Abilities: Str 24, Dex 13, Con 24, restoring 3d8+5 hit points. They may do this 5 times
Int 14, Wis 24, Cha 20 a day.
Skills: Hide +8, Intimidate +10, Knowledge Improved Grab (Ex): If a crocodile bites a
(religion) +3, Listen +6, Spot +3 Large or smaller creature, it deals normal damage
Feats: Power Attack, Improved Bull Rush and attempts to start a grapple as a free action
Climate/Terrain: The city of Hetanu; warm rivers without provoking attacks of opportunity. Each
Organization: Solitary, mated pair (2), successive attack it makes during successive rounds
temple clutch (2-8) automatically deals normal damage without
Challenge Rating: 5 provoking attacks of opportunity. The crocodile may
Treasure: Standard (jewelry only) move while holding its opponent.
Alignment: Always neutral good
Advancement Range: 6-7 HD (Large), 9-13 HD (Huge) Underwater Prowess (Ex): Paragon crocodiles
can hold their breath for three hours with no ill
Description effects and fight underwater with no penalty.
As the story goes (and what reason is there to Divine Protection (Ex): Creatures of evil align-
doubt it?), shortly after the Titanswar a horde of ment suffer a -3 penalty to any attack rolls made
barbarians stormed the river city-state of Hetanu, within 30 feet of a paragon crocodile.
seeking to take advantage of the city's weakened
defenses. The citizens were unable to keep the bar-
barians out, but just as the invaders reached the
riverside district, the sacred crocodiles of Madrid's
temple surged out of the river. Ignoring their own
losses, they tore apart the invaders' strongest foes,
and the citizens took this as an omen and rallied.
Thanks to the crocodiles, the city survived.
The story records that Madriel was so pleased
with the creatures' actions that she gifted the reptiles
with sentience and a share of her divine power. Now
the paragon crocodiles guard the city of Hetanu with
increased vigilance and even religious zeal. Rumor
has it that a few pairs have even left the city in order
to breed a new generation elsewhere, in order to
guard other cities in Madrid's name.
Paragon crocodiles are unusually large, some-
times even exceeding 25 feet in length. Their skin is
particularly well maintained, and the priests of their
temples adorn them with gold jewelry. They are
capable of telepathic communication, but in true
reptilian fashion, do not address humans unless they
have something truly important to say.

146
CREATuRE COLLECTION

Plaguecat
Medium-size Animal
Hit Dice: 4d8-4 (14 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 90 ft., climb 30 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: Bite +3 melee, 2 claws -2 melee
Damage: Bite 1d10-1; Claw 1d6-1
Face/Reach: 5 ft. by 5 ft/10 ft.
Special Attacks: Infectious claws and bite
Special Qualities: Darkvision 90 ft.
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 8, Dex 15, Con 9,
Int , Wis 10, Cha 6
Skills: None
Feats: Improved Initiative, Combat Reflexes,
Track
Climate/Terrain: Temperate grasslands
Organization: Pack (5-8 adults, 1d4-2 cubs)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement Range: 2-3 HD (Small), 5-7 HD (Medium-size)

Description
The plaguecat is a sleek, long-limbed feline,
similar to a jaguar, with a strange greenish-brown
pelt. Its coat is often matted and mangy, and its hide
sometimes bears weeping sores or strange growths,
warning of the diseases the animal invariably carries.
Plaguecats are carrion-eaters and for this reason their Combat
claws and teeth are capable of causing fast-acting Plaguecats are very effective pack animals that
and potentially lethal infections. use coordinated attacks to injure their prey. In prac-
The plaguecat is a unique breed of feline tice, the alpha feline of the pack picks out a victim
predator that relies more on patience than ferocity to from a herd or traveling party, usually the smallest
find its meals. These cats hunt in small packs and and apparently weakest of the group. Using growls
attack virtually anything, using their numbers to and roars, the alpha coordinates the pack's effort to
surround an intended victim, then rushing in from all surround and strike. Several cats keep potential res-
sides to bury their claws and teeth in their prey. Once cuers at bay while the rest of the pack darts in and
they have inflicted a number of deep wounds, they hits a victim from all sides, hoping to get at least one
break off and circle the victim from a distance, or two good strikes in with their claws or teeth. Once
waiting for the bacteria to infect their prey. The cats the victim is sufficiently injured, the pack retreats to
are perfectly willing to shadow a victim for weeks, a safe distance and awaits the inevitable.
watching the sickness take its toll until their prey is
Infectious Claws and Bite (Ex): The
too weak to fight back. Then the cats close in and
plaguecat's claws and teeth are breeding grounds for
finish the job, dragging the body away and either
hordes of infectious diseases. Victims struck by a
burying it or dragging it up into a tree to "ripen" for a
cat's claws or bite must make a Fortitude save (DC
few more days before it's fit to eat.
18 for claws, DC 20 for bites) for each wound
Plaguecats are justly feared and hated by human
received. Once a victim fails a save, no further rolls
settlers in grasslands (such as Virduk's Promise
are necessary. Within twelve hours, the victim
southeast of Tashon) and substantial bounties are
suffers a virulent infection that costs 1d4 temporary
offered for their pelts. A traveler who kills one near a
Constitution points per day. The infection can be
village can be assured of a warm welcome and a free
cured magically like any disease or by someone with
bed for the night.
the Heal skill (DC 22).

147
CREATuRE COLLECTION

Proud, The
Large Monstrous Humanoid Combat
Hit Dice: 3d8+9 (18 hp) The proud hunt in prides during the day as lions
Initiative: +6 (+2 Dex, +4 Improved Initiative) do, though the occasional nocturnal attack is not
Speed: 60 ft. uncommon. When attacking traveling targets, the
AC: 17 (-1 size, +2 Dex, +6 natural) cat-centaurs pick off stragglers and scouts and harry
Attacks: Claws +4 melee; handaxe +4 melee; the main group until the targets' nerves are ragged.
short sword +4 melee; shortspear +4 This harrying also makes the targets develop a kind
melee; javelin +4 ranged; sling +4 of defensive rhythm which is when the proud
ranged; or net +4 ranged
attack in full force. The proud prefer surprise attacks
Damage: Claws 1d6+2; handaxe 1d6+2; short
against stationary targets, tearing into their midst
sword 1d6+2; shortspear 1d6+2; javelin
1d6; sling 1d4; net special before the victims know what's happening. They
Face/Reach: 5 ft. by 10 ft./5 ft. often recruit prides of lions for their raids.
Special Attacks: Spells The proud are savage warriors, giving no quarter
Special Qualities: Keen senses and expecting none. Still, a pride of proud will
Saves: Fort +6, Ref +3, Will +2 retreat if it sees that it is significantly outmatched.
Abilities: Str 14, Dex 15, Con 16, Spells: Once each per day, a proud may cast any
Int 10, Wis 13, Cha 10 spell available to a 7th level druid that deals with
Skills: Hide +9, Jump +3, Listen +6, Move charming or speaking to animals. These abilities
Silently +3, Spot +9, Wilderness Lore +3 function as if the spells were cast by a 7th-level
Feats: Claw Strike, Cleave, Improved Critical, druid.
Improved Initiative, Run, Track
Keen Senses (Ex): The proud see four times as
Climate/Terrain: Temperate and warm plains
well as humans and have darkvision with a range of
Organization: Solitary, pair, pride (4-8 adults and
1d6+1 offspring), or war pride (10-20 60 feet. They can scent creatures within 30 feet and
proud warriors and 10-30 lions) can discern their direction as a partial action.
Challenge Rating: 1 Feats: The proud has the following bonus feat:
Treasure: Standard Claw Strike The proud can take an addi-
Alignment: Always chaotic evil tional attack each round with its forelegs at no
Advancement Range: By character class penalty.
Description
The proud are nomadic cat-centaurs that roam
the Plains of Lede and the Bleak Savannah. As with
other titan spawn, these creatures bear an intense
hatred for the humanoid races. They show no mercy
in their attacks on homesteads and caravans and
consider the flesh of humanoid children to be a great
delicacy.
The proud has the body of a lion with a human-
oid torso where the lion's head would normally be.
The cat-centaur's own head is a blend of human and
feline, with pointed furred ears and large cat eyes. A
male has a thick mane that runs from the head down
the back of the torso. A proud wears little clothing,
generally nothing more than a bandolier and pouches
to carry its few belongings and weapons.
The proud speak Leonid and Common.
It is said that the titan Hrinruuk the Hunter
created the proud to serve as her warriors. As with
many other servitor races, they survived the Divine
War in which their titan masters were defeated. In
the years that followed, the proud lost what little
culture they had and degenerated into savagery and
cannibalism.

148
CREATuRE COLLECTION

Pyre
Medium-size Elemental (Fire)
Hit Dice: 4d8+12 (30 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 Ft.
AC: 26 (+4 Dex, +12 natural)
Attacks: Touch +4 melee
Damage: Touch 2d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Burning residue, engulf
Special Qualities: Immunities, damage reduction 5/+1,
vulnerability
Saves: Fort +4, Ref +8, Will +1
Abilities: Str 10, Dex 19, Con 16,
Int 14, Wis 10, Cha 4
Skills: Listen +10, Spot +10
Feats: None
Climate/Terrain: Deserts, active volcanoes
Organization: Raiding Party (3-4), outpost (6-10),
settlement (20-30)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic neutral
Advancement Range: 3-6 HD (Medium-size)

Description
Pyres are a race of fire elementals that has mi- Burning Residue (Ex): Just about anything a
grated from the Plane of Fire and now resides pyre touches has a chance of burning. If a target
exclusively in the hottest regions of the Scarred takes damage from a touch, it must succeed at a
Lands. They are roughly humanoid-shaped, though Reflex save (DC 15) or burn, taking an additional
fine details like facial features are lost amid the 1d4 damage until it can put the fire out. If a pyre
flames. They move quickly, at times seeming to engulfs a foe, the opponent must succeed at a Reflex
flicker from one spot to the next. Very little of their save (DC 25) or suffer an additional 1d6 damage per
society has been explored, but it is clear from initial round until the fire is extinguished. One character
reports that these creatures possess some level of may attempt a Reflex save (DC 15) to extinguish
stratification and organization. either type of fire. If two characters spend a round
Pyres can clearly communicate and coordinate putting the fire out, they succeed automatically.
their efforts, but no scholar yet understands how. Immunities (Ex): A pyre is immune to all heat
They rarely travel and can usually be found in the and fire attacks.
hottest, driest regions, like the Bleak Savannah or the
Desert of Onn. Very few encounters with Pyres end Vulnerabilities (Ex): A pyre takes double dam-
peacefully, though in a few cases intruding parties age from all cold- and water-based spells and attacks.
have simply been ignored. If a pyre is splashed with water, it takes 1d4 damage
for a Tiny-sized douse, 1d6 for a Small-sized douse,
Combat 2d6 for a Medium-sized douse, 3d8 for a Large-sized
douse, 5d8 for a Huge-sized douse, 8d8 for a
Pyres flicker about their prey in combat. Even
Gargantuan-sized douse and 10d10 for a Colossal-
their slightest touch can inflict severe burns. In some
sired douse. A pyre can make a Reflex save (DC 20)
cases, pyres have been known to engulf their foes to
with appropriate size bonuses/penalties to avoid a
cause severe burns. In any case, contact with a pyre
douse.
typically ignites anything flammable.
Engulf (Ex): Instead of a simple touch, a pyre
can choose to engulf its foe completely. Doing this
exacts a toll on the attacking pyre but has devastating
effects on the opponent. An engulf attack is a -2
melee attack and does 4d6+4 fire damage. An attack-
ing pyre takes 1d6 damage to itself if it hits its
opponent with this attack, because it exhausts a little
of its own life energy in the process. The pyre can
only engulf foes that are Medium-size or smaller.

149
CREATuRE COLLECTION

Ratman (Slitheren)
Medium-size Monstrous Humanoid
Lone ratmen attempt to flee from any form of
Hit Dice: 1d8+3 (7 hp)
conflict, but even they can be driven into a berserk
Initiative: +2 (Dex)
fury if cornered. As with their clothing, their
Speed: 30 ft., climb 15 ft.
weapons consist of whatever they can scrounge and
AC: 16 (+2 Dex, +1 natural, +2 leather
armor, +1 small shield) are typically rusty, pitted and caked with filth. They
Attacks: Bite +1 melee, 2 claws -4 melee; have been known to bolster their forces by calling
scimitar +1 melee upon packs of giant rats and swarms of normal ones
Damage: Bite 1d3; claw 1d4; scimitar 1d6 to join them in battle.
Face/Reach: 5 ft. by 5 ft./5 ft. When led by their priests, ratmen are capable of
Special Attacks: None organized warfare and can use their great numbers to
Special Qualities: Darkvision 60 ft. deadly effect.
Saves: Fort +5, Ref +2, Will +O
Abilities: Str 10, Dex 15, Con 16, History
Int 10, Wis 10, Cha 8 Known as the "scourge of the underealm," the
Skills: Escape Artist +3, Hide +2, Jump +1 Slitheren lurk in the dark corners of the Scarred
Feats: Dodge Lands, always waiting to prey upon the weak and
Climate/Terrain: Any except arctic unwary. It was after the titans fell that the rats came,
Organization: War band (15-120 ratmen, plus 1 leader gnawing and feasting on the Creators' remains. Al-
of 4th to 7th level per 30 warriors), nest most immediately, the dark magical energies that
(120-1200 ratmen with leaders as cooled in the titans' flesh began to change the rats'
above, plus 1 8th- to 10th-level priest forms and spirits into something more like those of
per 100 warriors and 10-24 giant rats)
the deities themselves. Deep within the tunnels that
Challenge Rating: 1/2
they had gnawed through the offal, they bred, and
Treasure: Standard
each brood became more humanoid. Now, led by
Alignment: Usually lawful evil
their ruling priest-kings, the various nests, each a
Advancement Range: By character class
pale and twisted reflection of the titan on which it
Description fed, emerge upon an unsuspecting world.
Ratmen are medium-sized, furred humanoids
with rodent-like heads and tails. They have long
Society
The Slitheren are a superstitious race, filled with
torsos and arms and legs of equal length. They tend
a burning fear of starvation and of their own dark
to slouch forward when walking upright, giving them
titans, a fear that is kept at a fever pitch by the
an odd, hunchbacked appearance. Their humanoid
priesthood. Prayers are made twice daily to the
hands, complete with opposable thumbs, are long
priest-king for his intercession with the titans, and
and capable of very subtle manipulations. Their fur
the Slitheren year is filled with holy days and rituals.
varies in color depending on their subspecies, but all
In fact, each tribe has its own calendar of tribute
have red, beady eyes. Ratmen wear clothing and
events, and any co-mingling of ratmen from different
armor that's been stolen or traded for and it's always
nests demands observation of the holy days of all
soiled, dirty and patched together, as the creatures
participants. Gnawed and carved into ratmen tunnels
have no concept of cleanliness.
are shrines and prayer icons. The priesthood com-
Ratmen speak Slitheren, a language of chittering
posed strictly of albinos watches over all these
and sibilant hisses similar to that of rodents, and they
rituals in stern judgement, knowing that it is only by
can also communicate with giant and normal rats.
their efforts that the titans are appeased.
Most ratmen can speak Common, as well as the
This profile details a "traditional" ratman, which
secret language of the titans.
could be encountered almost anywhere in the Scarred
Combat Lands. The following four nests or sub-species of
ratmen the Brown Gorgers, Diseased, Foamers
While each subspecies has its own methods of and Red Witches are only some of the foul titan
combat, all ratmen share some techniques. They fight offspring and are variations on the common theme.
only when in a group, preferably with three-to-one
odds or better and from ambush.

150
CREATuRE COLLECTION

Ratman, Brown Gorger


Medium-size Monstrous Humanoid These ratmen are raiders and pillagers, sending
Hit Dice: 1d8+3 (7 hp) war parties and caravans farther and farther from
Initiative: +2 (Dex) their settlements in search of food. Entire villages of
Speed: 30 ft, climb 15 ft. humanoids have been enslaved and dragged beneath
AC: 17 (+2 Dex, +1 natural, +4 scale mail) the earth to serve as cattle for the Gorgers. Such is
Attacks: Bite +1 melee, 2 claws -4 melee; their all-consuming hunger that only metal and such
scimitar +1 melee; iron dart +3 ranged
inedible things as gems are worn by these Slitheren
Damage: Bite 1d3; claw 1d4; scimitar 1d6;
iron dart 1d4
all clothing, wood and leather is inevitably de-
Face/Reach: 5 ft. by 5 ft./5 ft. voured. Unlike the other nests, the Gorgers keep no
Special Attacks: None common or giant rats, seeing them as rivals for food
Special Qualities: Darkvision 60 ft. and as food in themselves.
Saves:
Abilities:
Fort +5, Ref +2, Will +0
Str 10, Dex 15, Con 16, Combat
Int 10, Wis 10, Cha 8 Brown Gorgers fight as typical ratmen, although
Skills: Escape Artist +3, Hide +2, Jump +1, their exclusive use of metal armor gives them a
Search +2 higher level of protection. In addition, they generally
Feats: Dodge use large iron darts as missiles. After a battle, the
Climate/Terrain: Any except arctic Gorgers feast upon the remains of both their enemies
Organization: War band (15-90 ratmen, plus 1 leader and their own dead. Even more horrific than this
of 4th to 7th level per 30 warriors), nest battlefield banquet is that which occurs at the Brown
(120-1200 ratmen with leaders as Gorgers' warren, to which the remaining, tatter-
above, plus 1 8th- to 10th-level priest skinned dead are dragged.
per 100 warriors)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement Range: By character class

Description
As their name implies, these
medium-sized, brown-furred
ratmen fed from the flesh of
Gaurak the Glutton. They were
the first of the nests to leave the
underealm as they had ravenously
devoured the rather large piece of
Gaurak that created and sustained
them and needed other sources of food.
Their priesthood is composed of grossly
obese ratmen who must be carried in order
to preside over a regular schedule of holy
feast days, yet their priest-king is skel-
etally thin and eternally hungry,
unable to ever eat enough and in
constant, gnawing pain.

151
CREATuRE COLLECTION

Ratman, The Diseased


Medium-size Monstrous Humanoid
Hit Dice: 1d8+3 (7 hp)
Initiative: +1 (Dex)
Speed: 30 ft., climb 15 ft.
AC: 15 (+1 Dex, +1 natural, +2 leather
armor, +1 small shield)
Attacks: Bite +1 melee, 2 claws -4 melee;
scimitar +1 melee; shortbow +2 ranged;
sling +2 ranged
Damage: Bite 1d3; claw 1d4; scimitar 1d6;
shortbow 1d6; sling 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poisoned weapons
Special Qualities: Darkvision 60 ft., immunities
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 10, Dex 13, Con 16,
Int 12, Wis 12, Cha 12
Skills: Diplomacy +1, Escape Artist +3, Hide +2
Feats: Dodge
Climate/Terrain: Any except arctic
Organization: War band (15-120 ratmen, plus 1 leader
of 4th to 7th level per 30 warriors), nest
(120-1200 ratmen with leaders as
above, plus 1 8th- to 10th-level priest
per 60 warriors and 10-24 giant rats)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement Range: By character class
Usually, however, the diseases they inflict for
Description weeks upon villages and other targets make for easy
victories. And while the Diseased prefer to attack
Those rats that partook of the flesh of Chern the
from a distance, they have bred a race of depraved
Unclean have formed the most civilized of the nests,
humanoids called the dead eaters to serve as their
relatively speaking, with cities hidden beneath those of
shock troops.
other races. The Diseased even have several partially
All of these strategies for domination and terror
aboveground communities in the Mourning Marshes,
are concocted by the Diseased priest-king, a robed
where legend claims Chern was interred. The Diseased
and cowled figure whose concealed body twitches
are dull gray in color and wear more clothing, in
and pulses as he slumps on his throne. His whispered
particular cloaks and cowls, than do other Slitheren.
plans for conquest are for the ears of his priesthood
Perhaps this trend is due to these rats' closer association
alone.
with other humanoids (beyond eating them, that is).
This association is also evident in Diseased cities,
which, while still dark and labyrinthine to humans, have
Combat
passages that enable the ratmen to walk erect at all The Diseased prefer to strike from afar with a
times. variety of missile weapons rather than attack
The Diseased priesthood is divided into orders, directly. Various archers, crossbowmen and slingers
each of which is responsible for nurturing a clutch of are guarded on the battlefield by dead eaters and by
slaves bred as hosts for different plagues and ailments. an order of religious zealots called the Shields of
The Order of the Scarlet Shaking Pox maintains almost Chern; the latter also provide bodyguards for the
100 humanoids in various stages of the disease, for priesthood. The honor guard protect themselves and
example, and introduces captives when necessary to their charges with almost full-body rectangular
insure that the pox is available to be unleashed when shields and attack with multi-headed spiked flails.
needed. While rivalries exist among the orders, there is Immunities (Ex): These ratmen are immune to
a limit to how far such conflicts can go; allowing a all diseases.
disease to die out would be considered an offense to the Poisoned Weapons: The Diseased poison their
titans. Given their capacity for cooperation, the weapons with a variety of deadly toxins brewed from
Diseased are the most likely ratmen to seek joint the many plants and oozes available in the marsh.
ventures with other nests, particularly when they require Those hit must make a Fortitude save (DC 13) or
brute strength for conquests. suffer an additional 1d6 damage with each blow.

152
CREATuRE COLLECTION

Ratman, Foamer
Medium-size Monstrous Humanoid The Foamer priesthood is comprised of
Hit Dice: 2d8+6 (15 hp) warbands' generals and admirals, with their massive
Initiative: +2 (Dex) 10-foot-tall priest-king being the most bloodthirsty
Speed: 30 ft., climb 15 ft., swim 40 ft. berserker of them all. His white fur is crusted black
AC: 15(+2 Dex, +1 natural, +2 leather armor) by the oceans of blood through which he has waded,
Attacks: Bite +4 melee, 2 claws -1 melee; and his mad eyes always search for new victims. As
greataxe +4 melee; dagger -1 melee; might be expected, Foamer priests' rituals are based
javelin +4 ranged on blood and slaughter, often pitting captured
Damage: Bite 1d3+2; claw 1d4+1; greataxe humanoids against each other in battles to the death.
1d12+2, dagger 1d4+1; javelin 1d6+2
Face/Reach:
Special Attacks:
5 ft. by 5 ft./5 ft.
None
Combat
Foamers lose all control in combat, disdaining
Special Qualities: Darkvision 60 ft.
the use of shields and blunt weapons, preferring the
Saves: Fort +6, Ref +5, Will -1
Abilities: Str 14, Dex 15, Con 16,
freedom of light armor and the satisfaction of
Int 9, Wis 8, Cha 8
slashing and hacking weapons. If missiles are used at
Skills: Escape Artist +3, Jump +1, Swim +5
all, they're usually javelins, although siege engines
Feats: Power Attack are popular for the mayhem they cause. In many
Climate/Terrain: Any except arctic cases, a dagger or small axe is held by a Foamer's
Organization: War band (15-120 ratmen, plus 1 leader muscular prehensile tail as a deadly distraction.
of 4th to 7th level per 30 warriors), nest
(120-1200 ratmen with leaders as
above, plus 1 8th- to 10th-level priest
per 100 warriors and 10-24 giant rats)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful evil
Advancement Range: By character class

Description
These are the largest of the Slitheren seven
feet tall at their shoulders, with black oily fur and
short, slightly flattened prehensile tails. They are the
most barbaric of the ratmen, if that's possible, and
are the bane of the seas, having been weaned on the
hate-maddened blood of Kadum the Mountainshaker.
These ratmen now live only for war and slaughter.
Semi-aquatic by nature, they churn out of the water,
surrounded by packs of giant rats to rend and tear the
life from the unprepared. Instead of dwelling in
tunnels, the Foamers reside on bloodstained and half-
sunken boats and ships they have captured,
sometimes lashing them together as floating bases.
Not possessing sailing skills, they rely on captured
slaves to propel these makeshift craft, either by sail
or oar. In addition to propelling their ships, Foamers'
slaves are used to perform any task that is not combat-
related, as the ratmen consider such chores beneath true
warriors.

153
CREATuRE COLLECTION

Ratman, Red Witch


Medium-size Monstrous Humanoid She is one of the extremely rare shapeshifters
Hit Dice: 1d8+3 (7 hp) among the Red Witches, capable of assuming the
Initiative: +2 (Dex) form of a giant rat or a member of any of the
Speed: 30 ft., climb 15 ft. humanoid races (although she prefers that of a
AC: 13 (+2 Dex, +1 natural) hauntingly beautiful, half-naked human woman). In
Attacks: Bite +1 melee, 2 claws -4 melee
Damage: Bite 1d3; claw 1d4
this form, she amuses herself decadently with her
Face/Reach: 5 ft. by 5 ft./5 ft. humanoid slaves.
Special Attacks: Spells There is one other way that the Witches are
Special Qualities: Darkvision 60 ft. unlike the other nests: Some lone ratmen go off on
Saves: Fort +3, Ref +2, Will +3 their own to pursue research they don't care to share
Abilities: Str 10, Dex 15, Con 16, with the others. These individuals sometimes find
Int 15, Wis 12, Cha 8 their way into civilization, if that's where their
Skills: Concentration +2, Escape Artist +3, visions take them.
Hide +2, Jump +1, Scry +2, Spellcraft +5
Feats: Spell Focus (Illusion), Spell Focus
(Necromancy) Combat
Climate/Terrain: Any except arctic The Witches fight primarily with magic,
Organization: Solitary, coven (12-24 witches, plus a although they often raise undead troops if a battle is
4th- to 7th-level wizard) imminent. Unless there is a prophecy that demands
Challenge Rating: 1/2 they do otherwise, these ratmen typically use their
Treasure: Standard powers of illusion to flee a superior force.
Alignment: Usually lawful evil Obviously, these are the most intelligent, cunning
Advancement Range: By character class
and subtle of the Slitheren, and their stratagems
Description reflect such deviousness.
From the flesh of Mormo comes the most Spells: A Red Witch casts spells as a wizard of
terrifying and mysterious of the ratmen, and also the level equivalent to their hit dice. She specializes in
smallest in number. The Red Witches have been either the Illusion or Necromancy schools.
more heavily imprinted by the will and ways of their
titan than has any other breed of Slitheren. These
vermin are the shortest ratmen, as well, typically
standing five feet tall, with reddish fur, and with little
interest in armor or weapons. Their power derives
from a necromantic or illusionary ability developed
by rigorous and deadly training rituals designed to
insure that only the wiliest and deadliest spell-casters
survive. The Red Witches' priesthood is actually a
matriarchy consisting of arch-magi who take groups
of lesser male mages, up to two dozen, as covens.
These small bands of ratmen seek out areas of
magical power and establish underground bases
nearby. Their havens are filled with traps, illusions
and the witches' undead servitors. As they absorb
and extract the local magical energy, the witches
ingest various potions and powders designed to
inspire hallucinatory visions to guide their paths into
the future. The resulting prophecies are called the
Gifts of Mormo.
The most powerful and telling prophetess is the
Witch-Queen, who reclines in a chamber that wafts
with hallucinatory mists.

154
CREATuRE COLLECTION

Ratroo
Tiny Animal Less informed or incautious travelers are often
Hit Dice: 1d8-1 (3 hp) identified by their remains, found picked clean and
Initiative: +3 (+2 size, +1 Dex) left without possessions under the desert sun.
Speed: 40 ft. Ratroo warrens are often scattered with the
AC: 16 (+2 size, +1 Dex, +3 natural) items and remains of swarm victims.
Attacks: Bite +0 melee
Damage: Bite 1d4 Combat
Face/Reach: 2.5 ft. by 2.5 ft./0 ft. Individual ratroos avoid attackers at all times,
Special Attacks: Swarm but follow those that interest them from a safe
Special Qualities: Immunities, scatter distance. As their numbers swell (over days or
Saves: Fort +1, Ref +2, Will -1 sometimes hours), they lose their individual fear and
Abilities: Str 4, Dex 15, Con 8, swarm over strangers or attractive items in hopes of
Int , Wis 8, Cha grabbing them, even though there's little a rodent
Skills: Balance +3, Climb +1, Hide +3, Listen could do with an unsheathed sword or a warrior's
+2, Jump +8, Move Silently +4, Spot +4, helmet.
Wilderness Lore +2
Feats: Alertness, Track
Immunities (Ex): Ratroos are immune to
Climate/Terrain: Desert poison.
Organization: Brood (1-12), pack (13-60), swarm Scatter (Ex): Extremely bright lights and
(hundreds) sounds such as from an explosive spell break up a
Challenge Rating: 1/4 forming ratroo swarm. Such displays might even
Treasure: Standard avert a swarm attack in the making, as the creatures
Alignment: Always neutral scatter. A scattered swarm disperses with amazing
Advancement Range: 1-2 HD (Tiny) speed and leaves virtually no tracks, even in the fine
sand of Onn.
Description Swarm (Ex): A ratroo swarm is more a force of
Ratroos are a common sight throughout the nature than a specific attack; opposing it is like
Desert of Onn. They're the size of large rats, golden- parrying a thunderstorm. Unless a target is deaf, he
brown in color, with long hind legs that allow them hears the thunder of its approach for two rounds
to leap long distances (up to 10 feet in a single before the animals are upon him. A swarm can't be
bound) and travel very quickly. The creatures also dodged, but it might be outpaced by a fast runner or
have a pair of needlelike front teeth. Ratroos survive mount. Every living thing along a 40-foot front is
primarily on small lizards and the poisonous water subjected to attack for one round. Shiny objects are
inside spherical desert cacti (to which they are grabbed at and torn from owners. A victim of a
immune), but they also eat spiny toads and bird or swarm may make a Reflex save (DC 12) for each
lizard eggs whatever they can scavenge. attractive item that the animals might steal, but that
Ratroos are pack-oriented and skittish animals, means she is struggling with the swarm and will
but they are intensely curious. Shiny objects and sustain 1d4 damage for every item she preserves.
those with odors distinct from what they're After such an attack, the swarm quickly scatters
accustomed to encountering in the desert fascinate unless a victim is dead or prone in which case it
them. Indeed, although they're cautious as individual swarms again. Tracking rolls may be allowed at the
animals, ratroos become daring as their accumulated Game Master's discretion to attempt to recover
numbers increase. Foreign travelers in the Desert of especially large or bulky items a member of the
Onn have reported being followed by increasingly swarm snatched.
larger gatherings of ratroos, apparently amassed as
more and more of the creatures have caught the scent
of and investigated the newcomers. Once a swarm
gains sufficient momentum hundreds of the
animals it surges after shiny objects and intruders,
each animal hoping to grab (that is, bite) whatever
interests it.
Ubantu tribesmen know to dull their weapons
and reflective possessions before undertaking
hunting expeditions, usually wiping such items with
ash or manure. Other desert travelers know that
extremely bright lights, explosions or deafeningly
loud sounds scatter swarms before they become
dangerous.

155
CREATuRE COLLECTION

Reaver, The
Gargantuan (Tall) Vermin (Spider)
Hit Dice: 20d8+100 (190 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 30 (-4 size, +4 Dex, +20 natural)
Attacks: Bite +24 melee, 8 claws +19 melee;
crush +24 melee
Damage: Bite 2d10+8; claw 1d8+8; crush 5d10+8
Face/Reach: 30 ft. by 30 ft./15 ft.
Special Attacks: Body smash, web
Special Qualities: Damage reduction 12/+2, SR 20, vermin
Saves: Fort +17, Ref +10, Will +6
Abilities: Str 27, Dex 19, Con 20,
Int 2, Wis 10, Cha 10
Skills: Listen +30, Spot +30
Feats: Improved Initiative
Climate/Terrain: Any woodland
Organization: Solitary (Unique)
Challenge Rating: 15
Treasure: Double Standard
Alignment: Always chaotic evil
Advancement Range: None

Description Body Smash (Ex): Whether it happens as a part of the


The Reaver has stalked the wooded areas of the Reaver's crush attack or as a separate ploy to put pponents
Scarred Lands since before the Titanswar. Any forest off balance, the Reaver can slam its body to the ground and
will do. Judging from sightings reported in the cause shock waves. Anyone within 50 feet must succeed at a
distant past, the Reaver is thought to be not one Reflex save (DC 16) or fall prone for 1d3 rounds (those
creature but a race of enormous, ravenous titanspawn within 20 feet who fail drop their weapons, as well). This
though no one knows for certain. tactic is also useful for panicking hidden prey or distracting
The Reaver is appropriately named its very spellcasters.
size guarantees that it destroys whatever woodland it Any creature within 100 feet of the Reaver when it
traverses. The only mercy it offers is the warning smashes the earth must succeed at a Will save (DC 16) or
sound of snapping tree trunks, broken while it suffer a -6 morale penalty to all attacks, saves and skill
travels, which can be heard from miles away. Once checks for 1d10 rounds. Spellcasters must make a
encountered, it appears at first glance to be an Concentration check (DC 16) or their spellcasting is
impossibly large spider. The first time it roars, disrupted by the shock.
however, the Reaver is revealed to be one of the Web (Ex): The Reaver has at least a dozen spinnerets
primordial servants of the titans a twisted, all over its body, allowing it to shoot a sticky thread in nearly
deformed creature; a mesh of fur, shell, fang and any direction, up to 50 feet (make a ranged attack roll at +20
squirming guts, with no purpose but to devour and to see if a web hits a particular target). Webs are sturdy
destroy. enough to support even the mass of the Reaver (there's some
Fortunately, the beast has not been seen for speculation that its lair, if it has one, is covered with the
years. Unfortunately, that means no one is prepared stuff)- The webbing can also be used to restrain opponents.
for its potential return. If the Reaver shoots webbing at an opponent, or an unwary
Combat creature walks into a web, the victim must succeed at a
Reflex save (DC 16) to avoid becoming ensnared in the
The Reaver can't surprise its opponents, but it sticky strands. Once ensnared, escaping requires a successful
doesn't need to. Most are destroyed almost Strength roll (DC 25). Slashing melee attacks can also be
incidentally as they are swept up in the Reaver's used to cut webbing; strands are hit automatically and a total
swath of destruction. If actually attacked, the Reaver of 20 hit points of damage must be done to liberate a
responds by instinctively webbing attackers and Medium-size victim.
hacking at the closest opponents with its many legs.
Vermin: The Reaver seems more like a force of nature
Against a single opponent, the Reaver prefers to rear
than a sentient creature. It is immune to all magical attacks
up and slam its body down on the creature.
that affect the target's mental or emotional state, including
charms and fear.

156
CREATuRE COLLECTION

Red Colony
Medium-size Plant
Hit Dice: 8d8+16 (52 hp)
Initiative: -5 (Dex)
Speed: Swim 10 ft.
AC: 5 (-5 Dex)
Attacks: Fronds +3 melee
Damage: Fronds 1d12 (total)
Face/Reach: 5 ft. by 5 ft./0 ft.
Special Attacks: Acid
Special Qualities: Plant, keen senses
Saves: Fort +8, Ref -3, Will +0
Abilities: Str 1, Dex 1, Con 15,
Int 1, Wis 6, Cha 0
Skills: Hide +11, Intuit Direction +3, Move
Silently +11, Spot +5
Feats: None
Climate/Terrain: Lake
Organization: Colony (solitary), clutch (2-3)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement Range: 6-8 HD (Medium-size)

Description
Red colonies are large clumps of algae that
inhabit lakes and ponds. They float about the surface
where they are able, by lashing gently with fronds, to Some intelligent creatures extract the acid from
seek out all kinds of food that they may digest with a red colony to use it for any number of things, from
acid. The non-intelligent red colony usually poisons or metal cleaners. Others (especially aquatic
consumes other floating debris such as branches, creatures that reside in lakes) cultivate red colonies
leaves or insects, but anything that touches the along shorelines to protect them from ground-
water's surface is vulnerable to its predation, dwellers.

Combat
including wooden docks and boats, which are often
the targets of a red colony's hunger.
Red colonies release a powerful acid that rapidly Keen Senses (Ex): Red colonies use a superior
decomposes wood, leather and other non-metallic nervous system to sense prey. They can detect vibra-
substances. The red colony floats up to its "prey," tions in and on the water, and can also recognize
surrounds it as much as possible, and releases its changes in light patterns. This sensitivity effectively
digestive secretions. The acid has a slightly reddish gives a red colony the Spot skill, as indicated above.
tinge and bubbles slowly as it breaks down a Acid (Ex): Red-colony acid corrodes an inch of
potential food source. Lake dwellers have no wood in about 10 minutes, and destroys a similar
problem identifying a colony once it releases its acid, volume of leather in about five. Metal is corroded in
but they cannot always distinguish it from harmless several hours, but is never destroyed. The acid bums
plants beforehand. flesh at a rate of 1d4 hit points per round that
A red colony has between 20 and 40 fronds that someone makes contact.
hang down from its body into the water. These
fronds are similar to those of jellyfish in that they Plant: Red colony is impervious to critical hits,
work to entrap, sting and consume prey. Red-colony subdual damage and death from massive damage
fronds are rarely more than two feet long, although trauma. It's not affected by paralysis, poison, sleep,
specimens with longer ones have been encountered. polymorph, stunning or spells of a mind-altering
nature (i.e., enamor-ing or charming spells that do
not specifically affect plants). Water-based attacks or
spells have no effect on it.

157
CREATuRE COLLECTION

River Nymph
Medium-size Fey They appear fascinated by land-dwellers,
Hit Dice: 5d6 (17 hp) lingering around boats and staring at sailors and
Initiative: +4 (Dex) passengers with wide, luminous eyes. Sometimes a
Speed: Swim 90 ft. river nymph becomes "infatuated" with a particular
AC: 14 (+4 Dex) person and shows up each night to follow the boat
Attacks: Bite +5 melee, 2 claws +0 melee and seek that person out. River nymphs have a
Damage: Bite 1d6; claw 1d6 reputation for being mischievous, delighting in
Face/Reach: 5 ft. by 5 ft./5 ft. harmless pranks, but can also warn captains of
Special Attacks: Siren song dangers that lie ahead and sometimes interpose
Special Qualities: None themselves between boats and river predators.
Saves: Fort +1, Ref +5, Will +9 For all their beauty, however, river nymphs have
Abilities: Str 10, Dex 19, Con 10, a strange and dark aspect to their nature. Each
Int 15, Wis 20, Cha 19 month, when the new moon falls, the nymphs grow
Skills: Listen +10, Move Silently +10, Spot +10 strange and fey. They still circle riverboats, but their
Feats: Alertness, Dodge eyes are no longer awestruck and childlike. Their
Climate/Terrain: Rivers gaze calls to sailors with music only they can hear,
Organization: Pod (1-15) luring them off the boat and into the water. Those
Challenge Rating: 3 that respond join the nymphs in a dance beneath the
Treasure: Standard waters, and their drowned bodies are found at dawn.
Alignment: Always chaotic neutral
Advancement Range: 3-4 HD (Medium-size),
6-7 HD (Medium-size)
Combat
River nymphs lure land-dwellers to their doom
Description with their powerful glamour, filling target's minds
River Nymphs are nocturnal creatures, with an aching loneliness that draws them into the
appearing just after the sun has set and lingering until water. Victims don't realize they're drowning until
just before dawn. They appear to be lithe, beautiful it's too late. Those that somehow break the spell
beings, vaguely feminine, surrounded by soft, jewel- frighten the nymphs, who look sadly at their victim
colored auras of ruby, emerald and sapphire. Their and flee into the dark waters.
appearance has occasionally earned them the Siren Song (Su): A river nymph can single out
misnomer "river elves," though they are not related one individual at a time and use its siren song to lure
to elves in any way. him or her into the water. The victim must
River nymphs or river witches, as succeed at a Will save (DC22) to avoid being
they are sometimes called are well drawn in. Once the victim has succumbed,
known to traders and merchants who nothing breaks the charm unless it is
ply waterways across the Scarred dispelled or the river nymph is driven off
Lands. These creatures like to frolic or defeated. Blocking one's ears is
and cavort like dolphins in the partially effective, lowering the DC
nighttime waters, tracing to 12.
glowing paths just beneath the
water and circling the hulls
of riverboats.

158
CREATuRE COLLECTION

Rumbler
Large (Long) Animal (Reptile)
Hit Dice: 6d8+18 (45 hp)
Initiative: -1 (Dex)
Speed: 35 ft.
AC: 18 (-1 size, -1 Dex, +10 natural)
Attacks: Bite +8 melee
Damage: Bite 2d6+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Rumbling bite
Special Qualities: Deceiving call
Saves: Fort +8, Ref +1, Will +0
Abilities: Str 16, Dex 9, Con 17,
Int 5, Wis 6, Chr 8
Skills: Climb +1, Hide +3, Intimidate +8, Intuit
Direction +5, Listen +4, Spot +3,
Swim +1
Feats: Combat Reflexes, Improved Bull Rush
Climate/Terrain: Temparate and warm land and
underground
Organization: Solitary or pack (3-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement Range: 5-6 HD (Large), 7-8 HD (Huge)

Description
The nimbler is a large predatory lizard similar in When hunting in packs, the creatures work
appearance to an alligator, but much thicker and together to totally disorient their prey and finally
more powerful around the shoulders and neck. Its stampede it toward the pack's waiting trap.
jaws are heaviest over folds of thickly scaled throat
sacks. It is from these sacks that the beast gets its Deceiving Call (Ex): The rumbler can convinc-
name, as they are the source of the rumbler's vocal ingly alter the apparent source of its bellows by 140
abilities. feet in open ground. This distance increases to 220
Rumblers fill much of the hot hours of the day feet in hills or canyons. It can likewise alter the
bellowing, declaring their hunting grounds to rivals volume and tone of its rumblings to deceive the
and trying to attract mates. These rumblings continue listener into believing that the creature is retreating,
into the evening, but they take on a more dangerous while it's actually advancing unseen. A Listen roll
meaning. The rumbler begins to hunt in the late (DC 23) is required to recognize a rumbler's
hours of the day and it is best not to believe deception.
everything you hear at this time.

Combat
Rumbling Bite (Ex): Rumblers bellow even
when their jaws are locked on their prey. When
Although these lizards are quite capable of run- bitten by a rumbler, a victim must make a Fortitude
ning down much of their prey, they usually do not save (DC 14) or be stunned for 1d4-l rounds and take
expend the energy to do so. The rumbler hunts by an additional 1d4 damage per round from the beast's
ambush, using its ability to throw its voice and roar.
frighten prey toward its waiting jaws.

159
CREATuRE COLLECTION

Runnk
Small Elemental (Ice)
Hit Dice: 1d8+1 (6hp) Initiative: +1 (Dex)
Speed: 60 ft., fly 160 ft.
AC: 15 (+1 size, +1 Dex, +3 natural)
Attacks: 2 claws +1 melee, 2 piercing kicks
-1 melee
Damage: Claw 1d2, piercing kick 1d6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Blizzard band
Special Qualities: Immunities, ice skills, vulnerability
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 8, Dex 13, Con 13,
Int 10, Wis 10, Cha 6
Skills: Hide +1, Intimidation +4, Search +2
Feats: Multiattack
Climate/Terrain: Arctic, some tundra
Organization: Band (10-20), army (80-120)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always chaotic neutral
Advancement Range: 2-6 HD (Small)

Description
Runnks are the living incarnation of the chaotic
ice storms and blizzards that blow across the arctic
Combat
plains of the Scarred Lands. While a single runnk is Runnks are able to pierce their enemies with
virtually harmless, a band of runnks is dangerous, their ski-like feet, which are toeless and pointed at
and a runnk army can inspire terror. Runnks travel the end. They can also attack with two claws. They
about the arctic lands under the cover of blizzards, will usually surround themselves with their Blizzard
and where there are many, they generate their own Band effect and settle over their chosen prey, letting
mobile ice storms. When the storms of winter begin, the storm soften up the prey while the ruunks attack
runnk armies sweep down upon the northern cara- and then disappear back into the storm.
vans and barbarian settlements of the tundra, wiping Blizzard Band (Su): Ten or more runnks travel-
away everything in their path. ling together may form a Blizzard Band, generating a
Taken together, runnks are a chaotic, leaderless furious ice storm that surrounds the ruunks and fol-
force. They delight in razing any semblance of order lows them as they travel. The ice storm's area of
or structure without concern as to the goodness or effect has a radius of 20 feet per ruunk inside the
wickedness of their actions. Whether wiping out a storm. So 10 ruunks travel in a 200 ft. radius storm,
clan of goblin bandits or causing a merchant road to while 100 ruunks would generate a massive storm
disappear under snow and ice, such activities are almost a mile in diameter.
normal for runnks and are engaged in without While travelling within this ice storm, the Ruunk
thought of benevolence or bane. may fly at their flying rate listed above (and may not
It is not uncommon for certain peoples and fly otherwise except in a natural blizzard).
creatures to migrate off of the tundra during the fall This storm causes 1d6 hit points of damage each
in order to avoid the predations of the runnks. Nu- minute to all within its radius who are not fully
merous folk legends tell of those foolish souls who sheltered from the storm's blizzard-like conditions.
were too slow or lazy to remove themselves in time Immunities (Ex): Runnks are impervious to
before the runnks came. cold and air attacks.
No one knows how runnks are made or born, but Vulnerability (Ex): Runnks have a penalty of
some of the barbarian shamans hold that runnks are 4 to saving throws against fire attacks.
spawned within the heart of the deepest arctic bliz-
zards. Ice Skills: While under their self-generated
Runnks speak their own tongue. blizzards or under the cover of a natural ice storm,
runnks are able to Search normally and may Hide at
+ 10. If an army of at least 80 are traveling or
attacking under similar conditions, runnks may In-
timidate with a +10 bonus.

160
CREATuRE COLLECTION

Sage Camel
Large (Long) Magical Beast
Hit Dice: 11d10+22 (82 hp)
Initiative: +0
Speed: 30 ft.
AC: 10 (-1 size, +1 natural)
Attacks: Kick +11 melee
Damage: Kick 1d8+1
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Spit
Special Qualities: Immunities, spell-like abilities
Saves: Fort +9, Ref +2, Will +14
Abilities: Str 12, Dex 9, Con 14,
Int 20, Wis 20, Cha 17
Skills: Concentration +15, Diplomacy +8, Intuit
Direction +17, Knowledge (all) +8,
Knowledge (nature) +17, Listen +3, Scry
+15, Sense Motive +5, Spellcraft +9
Feats: Endurance, Iron Will
Climate/Terrain: Desert
Organization: 1-4
Challenge Rating: 9 Then Tamul, using his new knowledge of the stars
Treasure: Standard to guide him, found his way back home. Tamul taught
Alignment: Usually lawful good his sciences to his siblings, and those who diligently
Advancement Range: 8-10 HD (Large) finished their studies became known to the desert tribes
as Tamulqawid, meaning "The Wise Ones of Tamul."
Description Those who did not study became beasts of burden for the
It is written that when the demigod Tamul, "the desert peoples, who named them "Tamuls," or camels.
Old Man of the Desert," was young, he was Sage camels look like large, intelligent camels with
fascinated by the stars. He always hoped his parents wizened, sublime expressions. They wear cloth coverings
would fly to the heavens and get a star for him. One over their heads and bodies. They are accompanied by
day, Tamul saw a star fall to the horizon. He ran for different creatures that offer their services in return for
many days and nights to reach the horizon. He ran so the sage camel's knowledge. Sage camels enjoy reclining
far and for so long that his legs grew long and in huge, plush desert tents and conversing to no end with
spindly. He had no time to shave, and his body was guests, especially travelers from afar. Sage camels speak
soon covered in hair, all of which became sandy. many humanoid tongues and are renowned for their
He eventually came to the horizon, only to dis- ability to speak prophecies and read the stars.
cover that sandmaskers had used their illusions to It is rumored that somewhere in the vast Desert of
pose as a star. The sandmaskers chained Tamul to a Onn lies the mightiest observatory ever built, wherein
thorny cactus and left two giant scorpions to guard The Old Man of the Desert dwells.
him for many ages while they held him for ransom.
Tamul studied the stars above him and Combat
discovered a way to describe their movements, Although sage camels eschew combat, they may
number and distance from each other, which he kick with their powerful legs.
called Mathematics. Then, he named the stars and Immunities (Ex): Sage camels cannot become lost
deduced their hidden meanings, which he called in the desert and are immune to magic that might cause
Astrology. Tamul looked up at the stars for so long this to happen. They are also immune to sandmasker
that he stretched his neck. The chains holding his illusions.
arms were loose enough that he could reach the
Spell-like Abilities (Sp): Sage camels have spell-
ground, which he did while writing numbers in the
like abilities related to their knowledge of astronomy.
sand. He bent forward writing in the sand for so long
They are able to cast divinatory spells as a 15th-level
that his back grew humped and his arms became long
sorcerer, and any other spell as a 5th-level sorcerer.
and spindly, like his legs.
Eventually the cactus to which he was tied grew Spit (Ex): Sage camels may spit in their opponent's
old, sagged and died. With nothing to hold his chains eyes once every other round, in addition to their normal
fast, Tamul simply walked away. When the two kick attack. The camel must hit with a ranged touch
scorpions who were guarding him tried to sting him, attack and any opponent struck must succeed at a
Tamul spat in the face of one and kicked the other Fortitude save (DC 12) or be blinded for 1d4+l rounds.
with his long arms.

161
CREATuRE COLLECTION

Sand Burrower
Huge (Long) Beast Sand burrowers of average size terrorize fami-
Hit Dice: 10d10+43 (98 hp) lies of bounding ratroos, camel-mounted explorers,
Initiative: -2 (Dex) wandering Ubantu and grounded desert falcons.
Speed: 45 ft., burrow 80 ft. Sand burrowers lair deep beneath the desert,
AC: 10 (-2 size, -2 Dex, +4 natural) where the sand turns to rock, and it is there that they
Attacks: Bite +18 melee, 5 tentacles +13 melee go to die and give birth at the same time. Newborn
Damage: Bite 2d8+10; tentacle 1d6+5 sand burrowers are functionally independent, and
Face/Reach: 10 ft. by 20 ft./5 ft. they devour their parents from the inside. Sand
Special Attacks: Poison burrowers impregnate themselves and grow larger
Special Qualities: None every year until they deliver. Those who have
Saves: Fort +13, Ref +1, Will +8 managed to kill sand burrowers in the Desert of Onn
Abilities: Str 30, Dex 6, Con 19, often find the corpses' innards crawling with
Int 9, Wis 18, Cha 13 premature sand burrower larvae.
Skills: Listen +14, Search +9, Spot +2
Feats: Great Fortitude, Toughness, Track Combat
Climate/Terrain: Desert Sand burrowers slide-squirm at a depth propor-
Organization: None tional to their length. When they detect a sizeable
Challenge Rating: 6 vibration above, they surface and attempt to ensnare
Treasure: Standard the victim with the hooked and venomous tentacles
Alignment: Neutral that ring the inside of their mouths. Once they have
Advancement Range: 8-9 HD (Large), 10-14 HD (Huge)
caught their prey, they surface completely to eat.
Description They drop the prey into their 15-deep rows of in-
hooking teeth.
Most land-dwelling denizens of the Desert of
Poison (Ex): On a successful hit, a sand
Onn fear the beasts that the Ubantu tribesman have
burrower's tentacles inject prey with the same poison
named sand burrowers. These predators hunt day and
found in the cacti of the Desert of Onn. It does an
night, sliding through the desert sand like serpents
extra 1d8 of damage unless a Fortitude save (DC 13)
through water. They track prey by the vibrations of
is made.
its passing, and they emerge from the sand to eat
their meal on the surface.
The largest sand burrowers hunt the lumbering
ancient tortoises, picking them apart as they walk
and hollowing out their high-domed shells from
within.

162
CREATuRE COLLECTION

Sandmasker
Large (Long) Monstrous Humanoids somewhere in the Desert of Onn) branded on their
Hit Dice: 12d8+24 (78 hp) chitin or tattooed on their skin.
Initiative: +2 (+2 Dex)
Speed: 40 ft. Combat
AC: 16 (-1 Size, +2 Dex, +5 natural) Sandmaskers typically wield desert-style
Attacks: 2 claws +9 melee; stinger +9 melee, and weapons, including spears, cutlasses, scimitars, short
weapon type +14 melee; or weapon type bows and crossbows. Although they typically wield
+13 ranged one weapon at a time (5 % are ambidextrous), they
Damage: Claw 1d10+1, stinger 1d4+1, weapon
may attack with both claws and stinger.
type +3
Face/Reach: 5 ft. by 10 ft./5 ft. Poison (Ex): A sandmasker's poison is quite
Special Attacks: Poison deadly. If the stinger should hit an opponent, the
Special Qualities: Illusions, leave no sign victim must make a Fortitude save (DC 16) or lose 1
Saves: Fort +10, Ref +6, Will +2 temporary point of Constitution each round until they
Abilities: Str 16, Dex 14, Con 14, are dead.
Int 11, Wis 7, Cha 7 Leave No Sign (Ex): Sandmaskers walk
Skills: Intimidate +3, Search +2 through and over sand without leaving tracks
Feats: None (although their giant scorpion pets do leave tracks.)
Climate/Terrain: Desert
Create Mirage (Sp): A sandmasker can create
Organization: Band (1-4, with a leader 13d8+26), troop
the illusion of a mirage or small oasis once per day.
(10-20, with a leader 14d8+28 and 1d4
giant scorpions), clan (40-60, with a A Will save (DC 15) causes the illusion to desist.
leader 15d10+30 and 3d4 giant Mirage Image (Sp): Sandmaskers can make
scorpions) 1d4 duplicate images of themselves, twice a day. A
Challenge Rating: 7 Will save (DC 13) is required to perceive the original
Treasure: Double standard from its images.
Alignment: Usually lawful evil
Locate Djinn (Ex): Sandmaskers can detect
Advancement Range: 10-14 HD
their ancient enemies up to one mile away, auto-
Description matically. Sandmaskers make all attacks against
djinn at +2. The most powerful sandmaskers
The origin of the sandmaskers is told in the tale have been know to carry magical,
of the War of the Broken Vows. The war, which was special-purpose weapons for
in its 33rd year, appeared to be all but over. An army slaying Exemplars.
of Exemplars was storming the fortress of Tarkun, a
renegade from their ranks who had made a terrible
bargain with a still-unknown evil power. Finding
himself embattled with barely an army left and no
avenue of escape, Tarkun sacrificed his last
possession his immortal soul. In a dark ritual,
Tarkun cast his blood onto the sand, spat the
Incantation of the Unknown and sprinkled dust from
the tomb of Urkanet, the first Exemplar to die in the
war. From the bloody droplets arose the half-human,
half-scorpion sandmaskers. The hideous creatures
then formed an army, turned the tide of battle and
drove off the Exemplars, who strangely also lost
their immorality and physical perfection by virtue of
Tarun's terrible magics.
The sandmaskers now roam the deserts of the
Scarred Lands, leading bands of giant scorpions on
raids and attacks. Fanatical followers of Tarkun, their
main goal is to root out Exemplars wherever they
find them, but being merciless predators they root
out and slay many other innocent creatures.
Sandmaskers appear human from the waist up
and giant scorpion from the waist down. They often
bear the black crescent moon and scimitar insignia of
their lord Tarkun (who is presumed to still live

163
CREATuRE COLLECTION

Savant Hydra
Medium-size Outsider (Evil) Combat
Hit Dice: 10d8+50 (95 hp) In combat, savant hydrae typically attempt to
Initiative: +5 (Dex) kill or cripple their opponents from a distance or
Speed: 40 ft. from surprise with combat magic, then set their
AC: 22 (+5 Dex, +7 natural) keffiz on the enemy. Only if the keffiz are
Attacks: 6 bites +13 melee, 2 claws +8 melee overmatched or losing, or if there are no keffiz with a
Damage: Bite 1d4+3 melee; claw 1d6 melee given clutch, will the hydrae engage in personal
Face/Reach: 5 ft. by 5 ft./5 ft. combat, where they rend foes with their talons and
Special Attacks: Infectious talons, poison, spells strike repeatedly with their serpentine heads.
Special Qualities: SR 18, damage reduction 10/+1,
Infectious Talons (Ex): Wounds inflicted by a
vigilance, outsider
Saves: Fort +12, Ref +12, Will +10
hydra's talons cannot be healed by magic, only by
Abilities: Str 16, Dex 20, Con 20,
natural healing.
Int 18, Wis 16, Cha 12 Poison (Ex): Those bitten by one of the hydra's
Skills: Bluff +8, Concentration +5, Diplomacy serpentine heads must make a Fortitude save (DC
+4, Forgery +6, Gather Information +10, 15) or take an additional 1dl2 points of poison
Hide +7, Innuendo +5, Intimidate +10, damage.
Knowledge (Arcana) +6, Listen +10,
Spells: A savant hydra has the spellcasting abil-
Move Silently +6, Read Lips +7, Scry
+6, Spellcraft +6, Spot +14 ity and spells of a 7th-level sorcerer.
Feats: Combat Reflexes, Silent Spell, Spell Vigilance (Ex): Savant hydrae never sleep, and
Penetration they can see in all directions at once thanks to their
Climate/Terrain: Any many heads. They cannot be flanked or caught flat-
Organization: Solitary, clutch (2-7) footed.
Challenge Rating: 7 Outsider: Immune to poison, sleep, paralysis,
Treasure: Standard drowning and disease. Not subject to ability damage,
Alignment: Usually lawful evil energy drain, or any attack that must target a living
Advancement Range: 9-12 HD (Medium-size) victim.
Description
Once known as the Ministers of Chardun, savant
hydrae were created during the Divine War to
hunt down and destroy the servants of Chardun's
rival Mormo. Their snake-like shape is both a
mockery of Mormo's own servants and a tribute to
Chardun. They combine the many heads of vigilance,
the reptilian coldness of loyalty to one's duty and the
serpentine venom reserved for traitors to the state.
Savant hydrae are less common then they once
were, and only a few of the standing hunting parties
that once roamed the land, searching for gorgons,
hags and Mormo's other servants, remain. Most of
the ones that people see now are solitary servants of
Chardun who run the god's errands in the world.
Some small groups still remain, however, living a
shadow existence, hunting those spawn of Mormo
that remain hidden.
Roughly half of all savant hydrae one could
encounter possess a brace of keffiz (q.v.) as personal
bodyguards. As creatures made of the very stuff of
hell, the hydrae are brutal, unfeeling creatures
they exist solely to serve Chardun and to destroy his
enemies. They have little concern for their own
safety and survival, and even less concern for that of
others. If it requires the death of dupes or innocent
bystanders to destroy their target or accomplish their
task, then that's the way it has to be.

164
CREATuRE COLLECTION

Scythe Falcon
Tiny Animal
Hit Dice: 2d8 (9 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 240 ft.
AC: 17 (+2 size, +3 Dex, +2 natural)
Attacks: Claw +3 melee; wing +3 melee
Damage: Claw 1d3-1; wing 1d6-1
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Dismemberment
Special Qualities: Darkvision 120 ft.
Saves: Fort +0, Ref +8, Will +2
Abilities: Str 8, Dex 17, Con 10,
Int 5, Wis 14, Cha 6
Skills: Move Silently +5, Spot +8
Feats: Flyby Attack, Improved Initiative,
Lightning Reflexes, Mobility
Climate/Terrain: Any
Organization: Solitary, pair or family
(1-2 and 2-5 offspring)
Challenge Rating: 2
Treasure: Standard Beyond the danger they pose, scythe falcons
Alignment: Always neutral often inadvertently cause other trouble. It is not
Advancement Range: 1 HD (Tiny), 3 HD (Small) unknown for attacked merchants or adventurers to
Description write off the loss of an arm but be unable to stomach
the loss of a valuable or magical ring that might have
Of all the small animals of the Scarred Lands, adorned said limb. Therefore, the nests of scythe
none is quite so feared as the scythe falcon. Unlike falcons are often sought by those in the hire of such
other small animals that could pose a danger to merchants, or by those simply hoping to find an
intelligent races, the scythe falcon energetically usual item perhaps lost by another. Game Masters
seeks prey of virtually any size. Because it is armed should feel free to add a handful of interesting items
with extraordinary natural means of attack, an to a nest, including items from other beasts of the
encounter with the bird is inevitably a dangerous Scarred Lands, such as a pegasus hoof or a charduni
one. hand still clutching a warscepter.
Like most falcons, the scythe falcon is a very
fast flyer. In fact, it is one of the fastest animals in Combat
the world. Its sleek feathers are normally brown, Scythe falcons are fearless. Because of their
although the most notable (and most dangerous) awesome attack potential, they know that virtually
feature of the scythe falcon is a razor-sharp ridge of any creature, no matter its size, can offer them a
bone that is forward-facing along the length of its meal. They are generally uninterested in fighting
wings. This bone is featherless and cuts through flesh longer than is required to gain a meal. However, they
as easily as it does the wind. are fiercely loyal to their mates, so if one bird of pair
Scythe falcons mate for life and are frequently is killed, the other almost always fights to the death.
encountered in pairs. Unless the pair has young that
must be guarded at a nest, they always hunt together. Dismemberment (Ex): When a scythe falcon
Typically, an attack involves the pair swooping in at attacks with its razor-sharp wing bone, the threat
great speed from a tremendous height. First, one range for a critical hit is 18-20. If a critical hit is
falcon swoops by. If its dismembering attack is scored, roll a d6 for the results of dismemberment
successful, the second bird does not attack but instead of using a critical multiplier: 1 = head, victim
instead grabs hold of the dismembered limb and dies instantly; 2 = right arm, victim loses 33% of
carries it away. The birds then speed toward their current hp; 3 = left arm, victim loses 33% of current
nest, while on the ground their victims are still trying hp; 4 = right leg, victim loses 50% of current hp; 5 =
to react or determine what happened. left leg, victim loses 50% of current hp; 6 = victim
If the first falcon's attack is unsuccessful, the badly slashed in chest and loses 50% of normal total
second bird also attacks. They generally continue hp.
thusly until they are able to make away with a meal. Flyby Attack: A scythe falcon can attack at any
When they attack smaller prey such as mice, they point before, during or after its move if it is flying.
shun their wing attack and simply scoop their prey
from the ground with their claws.

165
CREATuRE COLLECTION

Searing Wind
Huge (Tall) Construct The wizard Gest Ganest called upon his searing
Hit Dice: 12d12+120 (198 hp) wind, composed of stars, when the titan Gaurak
Initiative: +7 (+3 Dex, +4 Improved Initiative) sought to eat the man and was served a mouthful of
Speed: Fly 50 ft. (good) wounds, instead.
AC: 30 (-2 size, +3 Dex, +19 natural)
Attacks: See below Combat
Damage: See below The searing wind is simple but dangerous. It
Face/Reach: 10 ft. by 10 ft./30 ft. appears at first to be just a pile of metal weapons,
Special Attacks: Barbed whirl traditionally shuriken. But no adventurer wants this
Special Qualities: Construct, damage reduction 8/+1 horde when an intruder enters an area designated
Saves: Fort +18, Ref +7, Will +4 by the construct's creator, this pile rises up into a
Abilities: Str 22, Dex 16, Con 30, whirling storm of cutting mayhem. The ensuing
Int 3, Wis 10, Cha 0 attack has been described as a gale wind, if that wind
Skills: Listen +12, Spot +12 carried blades and spikes.
Feats: Improved Initiative
Climate/Terrain: Any
Barbed Whirl (Su): Each round the searing
Organization: Solitary
wind is in combat, roll 1d12. That is the number of
Challenge Rating: 10 attacks the construct can make. Roll each attack
Treasure: Standard separately; due to the dispersed nature of the wind,
Alignment: Always neutral divide the attacks more or less evenly among all the
Advancement Range: 8-18 HD (Huge), 19-25 HD characters within the creature's reach and strike at a
(Gargantuan), 26-30 HD (Colossal) full attack value of +16 for each. Each successful
attack causes 1d8 damage.
Description Construct: The searing wind is impervious to
Spellcasters can summon entities from other critical hits, subdual damage and death from massive
planes to do their bidding in the material world. In damage trauma. It's immune to poisons, diseases,
the Scarred Lands, the most powerful summoners blinding, deafness, drowning, electricity and spells or
can trap these entities in weapons. Although almost attacks that affect respiration or living physiology. It
any kind of small item or weapon can be caught up cannot be stunned. It's not affected by attacks or
by one of these creatures, throwing stars or small spells of mind-altering nature (enamoring or
daggers are the most "popular" (if that term charming spells, for example), or by spells
can even be applied to such an unusual based on healing/harming. Fire and
entity). Searing winds serve their acid spells or attacks deal half
masters as guardians or as they normal damage.
did in the Divine War as
warriors.

166
CREATuRE COLLECTION

Seaspark
Diminutive Elemental (Fire)
Hit Dice: 1d8 (4 hp)
Initiative: +5 (Dex)
Speed: Swim 60 ft.
AC: 19 (+4 size, +5 Dex)
Attacks: None
Damage: None
Face/Reach: 1 ft. by 1 ft. /10 ft.
Special Attacks: Flare
Special Qualities: Immunities, damage reduction 4/+1
Saves: Fort +0, Ref +7, Will +0
Abilities: Str 3, Dex 20, Con 10,
Int 6, Wis 10, Cha
Skills: Swim +20
Feats: None
Climate/Terrain: Any marine
Organization: Clusters (5-9) or swarms (10-120)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement Range: 1-7 HD (Diminutive)

Description
Seasparks are a strange form of fire elemental Seasparks are generally peaceful creatures, con-
that thrives in water. Among the more beautiful tent to dance across the surface of the water. The
creatures from the material planes, seasparks look only danger presented by seasparks is to wooden
like small multicolored fires about the size of a ships that get too near. Many ships have been set
human fist floating on or sometimes drifting ablaze by aggravated seasparks.
beneath the surface of any large body of water. Hitting, prodding or sailing over seasparks are
Seasparks beneath the surface can be noted by the all excellent means of irritating these beautiful crea-
trails of steam rising through the water above them. tures, and attempting to remove one from its cluster
Sages and sailors deliberate the origins of these or swarm is a surefire way to get burned. If the
paradoxical creatures. The former tend to believe cluster (or swarm) is carefully kept together in water,
that the elementals seek refuge in water, because if however, seasparks generally do not take exception
they were exposed to air alone they would burn so to being transported.
hot that they would exhaust themselves. Meanwhile,
sailors claim that the lights are the souls of drowned Combat
sailors, come to claim more victims to light up the Seasparks prefer to avoid conflict, but they at-
seas (more than one ship has been lured to a craggy tack as a cluster (or a swarm) if antagonized.
shore and been wrecked by the deceptive lights). Flare (Ex): When irritated, a seaspark can lash
While they are usually content to drift on the out with a white-hot lash of flame that inflicts 2d10
surface, seasparks are capable of very fast movement damage. The spark can choose to direct this at an
through water. Depending on your perspective, a opponent up to 20 feet distant, or to simply flare up
swarm of seasparks speeding across the water can be in a five-foot radius. Either way the strike hits auto-
either spectacularly beautiful (if you're on land) or matically, though the victim may make a Reflex save
terrifying (if they're headed for your ship). (DC 11) to take half damage.
Wizards have been known to gather seasparks
Immunities (Ex): Seasparks are immune to all
(carefully) and place swarms of the beautiful
fire and water attacks.
elementals around their islands for both decorative
and security purposes.

167
CREATuRE COLLECTION

Sentry Crow
Tiny Animal (Bird) The song continues to explain how only the
Hit Dice: 1d8+1 (5 hp) sentry crows escaped the stronghold when it finally
Initiative: +4 (Dex) fell, commanded by their keepers to take wing and
Speed: 10 ft., fly 90 ft. spread the tale of the treachery used against the
AC: 18 (+2 size, +4 Dex, +2 natural) dwarves. The story told to scattered dwarven kings
Attacks: Peck +0 melee; 2 talons +0 melee was captured in song as a warning against future
Damage: Peck 1d3; talons 1d3 assault, and the phrase "murder of crows" came into
Face/Reach: 2.5 ft. by 2.5 ft./0 ft. use in memory of the horrible story the birds told of
Special Attacks: None Iron Tooth.
Special Qualities: Speak To this day, sentry crows are the intelligent,
Saves: Fort +3, Ref +4, Will +3 dutiful and beloved pets of the dwarven people who
Abilities: Str 5, Dex 18, Con 12, remain in the world. Indeed, they're the revered
Int 8, Wis 16, Cha 6 councilors, spies and scouts of kings, lords and
Skills: Hide +3, Listen +8, Read Lips +5, Spot priests, and are sometimes the familiars of the very
+10, Wilderness Lore +6 rare dwarven wizards.
Feats: Mobility, Track
Climate/Terrain: Mountains (often near dwarven Combat
strongholds) Sentry crows avoid direct combat whenever pos-
Organization: Solitary or murder (3-5 and 1d4 sible, but have been known to peck and claw at lone
offspring) intruders on dwarven lands and at those who attack
Challenge Rating: 1/4
the birds' masters. They are relied on mostly for their
Treasure: None
intelligence, guidance and insight.
Alignment: Always neutral good
Advancement Range: 1-2 HD (Tiny) Speak (Ex): Sentry crows can be trained to
speak, usually the dwarven tongue, although they
Description might be taught Common or other languages. Only
"Murder of Crows," a song well-known by min- the most exceptional ones know more than one
strels and bards, is given little thought by most language each.
people of the Scarred Lands, being played primarily
for the entertainment of courtiers and fairgoers. But
to the dwarven peoples of the world, the song is a
death dirge. It tells of the fall of Iron Tooth Pass to
the armies and trickery of the human-land Calastia,
led by its boy-king, Virduk. Among the heroes
immortalized in the song are the crows raised
and trained by the pass' defenders, which
acted as sentries for their masters. Indeed, it
was the crows that detected Virduk's
army before it fell upon the pass,
giving the dwarves time to take to
their caverns and overlooks and
keep the attackers at bay.

168
CREATuRE COLLECTION

Serpent Root Description


Large Plant; Tiny Tendril
Hit Dice: 4d8+20 (38 hp) plant;
When young King Virduk ascended to the
1d8+5 (9 hp) tendril Calastia throne soon after the mysterious death of
Initiative: -2 (Dex) his father the new monarch sought to
Speed: Immobile commemorate the event with a "crowning"
AC: 11 plant (-1 size, -2 Dex, +4 natural); 14 achievement. After the kingdom's years of relatively
tendril (+2 size, -2 Dex, +4 natural) peaceful relations with its neighbors, Virduk and his
Attacks: Tendril lash +4 melee; tendril constrict counselors decided that a brilliant military victory
+4 melee; plant constrict +3 melee would serve to mark the king in the annals of time.
Damage: Tendril lash 1d8+1; tendril constrict 2d4 The dwarves of the Iron Tooth Pass to the south
+1; plant constrict 2d8+1 made likely targets; they had "placed embargoes on
Face/Reach: 5 ft. by 10 ft./10 ft. trade" and "forced the good people of Calastia into
Special Attacks: Vitality drain poverty" for too long. Although the human attack
Special Qualities: Plant, damage reduction 5/+1 came as a surprise, the handful of dwarves manning
Saves: Fort +9 plant, +7 tendril; Ref -1 plant, -2 the Iron Tooth stronghold went to ground and held
tendril; Will +0 fast against the invaders, repelling attack after attack.
Abilities: Str 12, Dex 6, Con 20, Finally, the wizard Anteas, chief advisor of
Int , Wis , Cha Virduk's council, promised a victory where every
Skills: Climb +10, Move Silently (tendril) +8 warlord had failed. He knew the secret the correct
Feats: Great Fortitude time of year and technique to harvesting serpent
Climate/Terrain: Any root, a destructive vine that thrived in the Hornsaw
Organization: Grows in patches about 300 feet apart,
Forest. Legend held that the tenacious bramble was
through runners. Each plant has 1d4+2
large tendrils, and many small ones near born from and fed upon the spilled blood of the titan
the root that grasp victims passed by a Mormo or that her serpent children grew roots and
large tendril. became as hard as bark upon her death. The vine was
Challenge Rating: 4 now known to draw the life energy from anything
Treasure: None that grew around it, leaving tracts of land in
Alignment: Always neutral devastation. Transplanting some of the root, Virduk
Advancement Range: 2-12 HD (Huge) plant; defeated the dwarves within a fortnight, his living
1-3 HD (Medium-size) tendril weapon literally cracking the earth and sucking the
life from its trapped victims.

Combat
Any wise traveler who dares the Hornsaw Forest
knows better than to make camp there. If the blight
can be transplanted, it is devastating to any town,
crop or wood nearby, let alone unwary passersby.
Constriction (Ex): A victim damaged by a
tendril attack must make a successful Reflex save
(DC 13) or suffer constriction damage in the next
round automatically. In addition, the serpent root can
pass one opponent from a tendril to its main trunk for
intensified constriction. A Strength check (DC 15) is
required to break the hold of a tendril or the plant.
Plant: Impervious to critical hits, subdual dam-
age and death from massive damage trauma. Not
affected by many spells of mind-altering nature (for
example, enamoring or charming spells not specifi-
cally designed for plants), subject to Game Master's
adjudication.
Regeneration (Ex): The plant regains 1 hp per
round, except from attacks made using acid or fire.
Vitality Drain (Ex): The vine drains 1 hp a day
from all living things within 10 yards per HD the
plant has. Most inanimate objects are eroded or
ruined in time as well, drained of any sustenance
they might offer.

169
CREATuRE COLLECTION

Siren Vulture
Medium-size Beast What the Ubantu know for certain about siren
Hit Dice: 1d10+2 (7 hp) vultures is how they hunt. These strange beings land
Initiative: +0 near single Ubantu or other beings and trill
Speed: 30 ft., fly 60 ft. hypnotically. If the performance is forceful enough,
AC: 10 it lures the unlucky victim away from his current
Attacks: Bite +5 melee, 2 claws +0 melee locale. The siren vulture then leads its thrall out into
Damage: Bite 1d4+4; claw 1d4+2 the desert, ostensibly toward the tree of glass, if
Face/Reach: 5 ft. by 5 ft./5 ft. legends are reliable. The siren vulture lures the
Special Attacks: None victim away from water and obvious sources of food,
Special Qualities: Song landing occasionally to sing and entice the victim
Saves: Fort +4, Ref +0, Will +2 further. When the victim inevitably dies of exposure
Abilities: Str 18, Dex 10, Con 15, (provided he can be led long enough), the vulture
Int 10, Wis 14, Cha 15 picks him up and flies away with him. The birds are
Skills: Intuit Direction +3, Search +2, Spot+5 also known to lure prey into dangerous situations or
Feats: None places, such as off a cliff, and carry off their corpses.
Climate/Terrain: Desert
Organization: Flocks (2-12) Combat
Challenge Rating: 1/2 Most siren vultures fly away instantly if
Treasure: Standard attacked, but they can fight. If brought down by an
Alignment: Usually neutral evil Ubantu slinger or an arrow shot, they draw their
Advancement Range: 1-3 HD (Medium-size)
wings in close and stand their ground. If one siren
Description vulture in a group dies in battle, the others will pick
it up and attempt to escape with it.
Siren vultures are desert falcons' (q.v.) chief
Song (Su): The siren vulture's song lulls a
rivals for prey, but the way they hunt is entirely
victim into a senseless stupor if he fails a Will save
different. Where the falcons swoop and strike, siren
(DC 14). The victim follows the siren vulture for 2d6
vultures lure, circle and wait out their prey.
rounds, at which point the vulture must sing again.
Where siren vultures come from and where they
go when they're not hunting is something of a
mystery. Ubantu tribesmen tell stories of a crooked
tree of desert glass tall as a mountain that rings
and chimes as the vultures land and take off. Those
stories also claim that the siren vultures spear their
prey on long shard-branches of the tree for the
featherless, newly hatched young to eat.
However, since no Ubantu tribesman has
returned with proof of these claims in
recent history, the stories remain
only stories.

170
CREATuRE COLLECTION

Skin Devil
Medium-size Humanoid
Hit Dice: 5d8+20 (42 hp)
Initiative: +3 (Dex)
Speed: 60 ft.
AC: 16 (+3 Dex, +3 natural)
Attacks: Bite +7 melee; 2 claws +2 melee; sword
+7 melee
Damage: Bite 2d4+2; claw 1d6+2; sword 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: None
Special Qualities: Grow new skin
Saves: Fort +8, Ref +4, Will +0
Abilities: Str 15, Dex 17, Con 18,
Int 12, Wis 9, Cha 14
Skills: Alertness +4, Bluff +10, Hide +8,
Listen +5, Spot +5
Feats: None
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic neutral
Advancement Range: By character class

Description
The skin devil is a terrifying creature that in its
natural state appears as a human being whose skin
has been expertly removed, revealing glistening
muscle and pulsing veins from head to toe. Odd
patches of skin or hide cling to parts of its body,
remnants of former disguises that have fallen into
tatters.
The skin devil is a creature in constant agony, Combat
knowing peace only when it has clothed its form in The skin devil prefers to stalk its next victim for
another's stolen skin. Intelligent and murderously some time, working its way into that person's confi-
cunning, these creatures are exceptionally capable dence and attacking her unawares with whatever
mimics and appear to gain a part of a person's skills, weapons are available. If directly confronted with
mannerisms and personality through a stolen skin. A superior skill or numbers, the creature flees and seek
devil that can take a two-inch square of skin from a easier prey.
victim can place the flesh over its heart and within
Grow New Skin (Su): If a skin devil succeeds
one night grow skin and hair identical to that of the
in causing four or more points of damage to an
"donor." This disguise is only temporary, however,
opponent in a single attack, it can successfully
starting to rot almost immediately and becoming
remove sufficient skin to grow a disguise identical to
useless after a single week, at which point the devil
its victim. The skin devil needs one full night to
has hopefully singled out its next victim. There are
grow the skin and, by dawn, has an flawless disguise,
stories of skin devils stalking quietly through large
similar mannerisms and voice and the ability to call
towns for months, leaving behind a trail of bodies
upon the victim's skills and spell abilities at one-half
until they are finally discovered and destroyed.
the victim's level. These abilities only last for a week
Skin devils appear to be able to speak and read
or until the skin itself is destroyed (i.e. the creature
all the major humanoid languages, though whether
suffers more than half its hit points in damage).
this is an innate ability or something absorbed from
their victims is unknown. These creatures use
weapons and armor like any other person, and in at
least one case, a skin devil has been encountered that
can cast spells.

171
CREATuRE COLLECTION

Skyquill
Medium-size Fey Skyquills keep a carefully guarded secret: They
Hit Dice: 10d6 (35 hp) know that quillflies can be used to cause clouds to
Initiative: +10 (+6 Dex, +4 Improved Initiative) produce rain. Quillflies look like common butterflies,
Speed: 30 ft., fly 100ft but they produce a magical nectar that skyquills use
AC: 16 (Dex) to prepare the clouds if they wish to reward mortals
Attacks: 2 Hands +9 melee for a past kindness. Therefore, skyquills are often
Damage: Hand 1d3 found near the ground, caring for quillflies and har-
Face/Reach: 5 ft. by 5 ft./5 ft. vesting this magical nectar. Not surprisingly,
Special Attacks: Quills, spray colors skyquills are extremely protective of quillflies, and
Special Qualities: Adhesive glands, cause fog, create they tend to shoot first and ask questions later if they
cloud, create rain, darkvision 80 ft., feel that their charges are endangered.
voice of the butterfly One old tale holds that a manorial lady planted a
Saves: Fort +3, Ref +15, Will +8 number of butterfly bushes about her demesne,
Abilities: Str 8, Dex 22, Con 10, which quillflies soon found and fed upon. Seeing this
Int 11, Wis 12, Cha 22 kindness, the skyquills made certain that the lady's
Skills: Animal Empathy +13, Escape Artist +12, fields never wanted for refreshing rain. Therefore,
Move Silently +10
some Scarred Lands farmers consider it taboo to kill
Feats: Improved Initiative, Lightning Reflexes
any butterfly, lest their own crops go parched.
Climate/Terrain: Any
Organization: Solitary, pair, nest (6-8), flock (9-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral good
Advancement Range: 9-11 HD

Description
Skyquills are the children of Syhana,
demigoddess of the clouds, who is herself
a daughter of Madriel, goddess of sky. It is
Syhana to whom Madriel has entrusted the
care and cultivation of the clouds.
Skyquills fly among the clouds and shape
them. In fact, the common folk of the Scarred
Lands know that skyquills are at work when they
look up and see clouds changing shape, even on a
day with no breeze. Skyquills are also able to
create and walk the rainbow paths, and it is be-
lieved that only they of all creatures know what
lies at the end of those colorful bands.

172
CREATuRE COLLECTION

Combat
If they must, skyquills can hit an opponent with The effect lasts 2d4 minutes before the
their gluey hands for slight damage, but they intensity of the feelings diminishes gradually.
typically use the following effects to end a fight: The victim defends himself or his new love
from attack, but he otherwise remains quite
Adhesive Glands (Ex): The palms of skyquills'
love-struck and docile.
hands and the bottoms of their feet are grayish-black, 2 Orange Fortitude save(DC15)or the victim is overcome
where glands exude an adhesive that lets them cling with ravenous hunger. He immediately seeks
to surfaces and hang upside-down. out food from the closest available source.
Cause Fog (Sp): A skyquill can create a The effect lasts 2d4 minutes.
magical fog once per day that covers a 40-foot 3 Yellow As orange, above, except the victim is
radius. This fog obscures all forms of vision and lasts overcome with thirst.
for 2d4 minutes (20-80 rounds). 4 Green Will save (DC 15) or the victim is overcome
Create Cloud (Sp): Skyquills are able to create with curiosity about some random element of
his surroundings (GM's choice)The victim
small bits (10 cubic feet) of cloud per round. stops all activity to examine the object. It may
Create Rain (Su): These fey are able to use the be another creature, a butterfly, a tree, or just
nectar of quillflies along with their cloud-shaping an insatiable curiosity to discover what's on
abilities to make it rain gently. The showers they the other side of that distant hill. This effect
create last for 1d6 hours and rejuvenate weary folks lasts 3d6 minutes or until the victim is
who've otherwise been hard at work outside. attacked.
Quills (Su): By flapping their wings and releas- 5 Blue Will save (DC 15) or the victim is overcome
ing the quills on the edges of their wings, skyquills with a tremendous sense of peace and calm.
She does not seek to attack or do anything
can shower opponents with rainbow-colored needles.
strenuous. If attacked, she retreats to safety.
The needles cover a 15-foot cone, and anyone in the This effect lasts 2-8 rounds.
area of effect must make a Reflex save (DC 16) or be 6 Violet Will save (DC 15) or the victim falls into a
struck by 1d3 needles of random color and effect. deep sleep. It lasts 2d4 hours or until the
Consult the following table: person is forcibly awakened.
Roll 1d6 Color Effect
1 Red Will save (DC 15) or the victim is overcome Spray Colors (Sp): Skyquills shoot forth rain-
with amorous love for the closest creature of bow-like color from their hands in a 20-foot cone.
the appropriate sex and at least somewhat
Anyone struck by the spray is blinded by the
similar racial make-up. The victim stops all
activity to proclaim his love to his new found dazzling colors for 1d8 rounds unless they make a
soulmate. If no compatible creature is nearby, Fortitude save (DC 15).
the victim lapses into a narcissistic love and Voice of the Butterfly (Ex): Skyquills are able
immediately searches for a reflection of him- to speak with and understand butterflies.
self with which to better admire his beauty.

173
CREATuRE COLLECTION

Slarecian
Many of the scholars and seers who
contemplate, examine and uncover the history of the
Scarred Lands share a favorite story of an alternate
manner in which the future might have unfolded. If
the gods and titans had not sundered the world in
their great battle, then perhaps a secretive and almost
unknown race known as the slarecians would now
rule the world. So, these scholars like to point out to
any who will listen and to those who read their
works, that the present state of affairs is, perhaps, not
a bad thing. To be ruled (probably enslaved) by the
slarecians would be a nightmare when compared to
living even on a land ravaged by celestial war and
among races obliterated by heavenly forces.
Of course, these same scholars can provide little
actual facts about the slarecians. They know that this
humanoid race lived almost exclusively below
ground. The scholars know the slarecians
investigated the blackest of arts, but whether such
practice was common necromancy or for a more
enlightened purpose such as medicine or surgery
cannot be determined. Scholars also know that the
little slarecian literature written in Common (as the
slarecian language has proven resistant even to
magical translation) that has been recovered from
some buried cities (or even found moldering in the
corners of the libraries in such cities as Vashon and
Eldrua-tre) deals with death and infernal beings, but
it is not clear whether such works are biographical or
fictional. In the end, though some scholars claim a
repository of artifacts they do not share with others,
the majority of them, and so the majority of
intelligent races of the Scarred Lands, must make do
with judging the slarecians by the remnants of their
civilization.
And since that which the slarecians left behind
includes the likes of gargoyles and ghouls, most
intelligent races fear what might have been if the
slarecians had mastered their own destiny. Instead,
the stories of the time before the Divine War say that
in a final act prior to setting upon each other, the
gods and titans annihilated the slarecians, who
evidently paid homage to neither group. Whatever
the outcome of their war with each other, neither the
gods nor the titans desired the slarecians to find a
way to emerge the true victors.
The appearance of the slarecians themselves has
only been confirmed by illustrations in some ancient
tomes and by the aspect of the rarely encountered
slarecian ghouls. Only time will tell if anything more
can be learned of this mysterious and evidently pow-
erful race. And only time will tell if this knowledge
need be put to use.

174
CREATuRE COLLECTION

Slarecian Gargoyle
Large Construct Description
Hit Dice: 6d12+18 (57 hp) Not a race unto themselves like some others
Initiative: +5 (+1 Dex, +4 Improved Initiative) kinds of gargoyles, slarecian gargoyles are believed
Speed: 30 ft, fly 60 ft. to be magical constructs that once guarded the
AC: 22 (-1 size, +1 Dex, +12 natural) tunnels and caverns of a presumed slarecian
Attacks: Bite +9 melee, 2 claws +6 melee; horn civilization. The majority of these defenders were
+9 melee likely destroyed when the slarecians were assaulted
Damage: Bite 2d4+4; claw 2d6+4; horn 2d8+4 by the minions of the gods and titans, but some
Face/Reach: 5 ft. by 5 ft./10 ft. obviously escaped that fate, for they are sometimes
Special Attacks: Horn special attacks encountered, although primarily in very outlying
Special Qualities: Camouflage, damage reduction 20/+1, locations. Such is not always the case, though, and
SR 13, construct
there are a couple of reports of a slarecian gargoyle
Saves: Fort +8, Ref +3, Will +4
essentially clawing its way out of the ground within
Abilities: Str 18, Dex 13, Con 16,
or near a town or village and rampaging against the
Int 9, Wis 9, Cha 2
inhabitants. It is assumed that the gargoyles were
Skills: Hide +2, Listen +12, Move Silently +8,
trapped in tunnels or caves beneath the ground,
Spot +12
Feats: Cleave (horn attack only), Improved
finally regained their freedom and then turned upon
Initiative, Multiattack those nearby as though they were intruders. Some
Climate/Terrain: Any ruins people worry about a time when a gargoyle might
Organization: Solitary, pack (1-3) dig its way up to the streets of a city like Mithril and
Challenge Rating: 5 lay waste to dozens or even hundreds of citizens
Treasure: None before it can be stopped (perhaps by the golem
Alignment: Always neutral there?).
Advancement Range: None

175
CREATuRE COLLECTION

Slarecian gargoyles do not communicate, even of the gargoyle suffer 2d4 damage per melee round,
with each other, and they cannot be reasoned with or and any metal weapons or armor within that range
dissuaded from their ends. also heats as per the druid spell effect, so long as
Whenever multiple gargoyles are encountered, such metal is within range of the gargoyle. Those up
they always have different colored horns (i.e., a to 10 feet away simply suffer 1d4 damage per melee
group of three represents each color). round.
The blue-horned gargoyle may attempt to magi-
Combat cally hold a victim in place with a powerful freezing
If possible, a slarecian gargoyle attacks with effect. It may target one victim per round, who must
surprise, often posing as a statue and then springing attempt a Fortitude saving throw (DC 15). Victims
upon a foe. Although they do not communicate, they who succeed at the saving throw are still slowed to
do have what must be instinctual or innate tactics, half speed as per the spell effect. Victims who fail
especially when fighting as a trio. A blue-horned one their saving throw are frozen immobile. The
tries to freeze foes while a red-horned one wades into gargoyle may use this power three times per day.
melee, trying to position itself close to as many foes The yellow-horned slarecian gargoyle can fire a
at once (and hopefully nearby a frozen foe, a tactic lightning bolt from its horn three times per day. The
that draws comrades in to save their friends). bolt is treated as a ray effect spell requiring a ranged
Meanwhile, the yellow-horned variety targets touch attack from gargoyle to hit (attack +6). The
spellcasters with its lightning-bolt attack. target of the bolt suffers 6d6 damage (Reflex save
Camouflage (Ex): As slarecian gargoyles are DC 18 applicable for half damage). The bolt has a
made out of stone, they are almost impossible to range of 60 feet and is used in lieu of a horn attack.
distinguish from such surroundings. They receive Construct: Gargoyles are impervious to critical
+10 to their Hide skill when hiding against stone hits, subdual damage and death from massive
backdrops. damage trauma. They're immune to poisons,
Horn Special Attack (Su): Slarecian gargoyles diseases, blinding, deafness, drowning, electricity
are known to come in three different varieties that and to spells or attacks that affect respiration or
are distinguished solely by the color of their gem- living physiology. They cannot be stunned. They're
like horns. These three colors are red, blue and not affected by attacks or spells of mind-altering
yellow, each with its own unique power. nature (enamoring or charming spells, for example),
The red-horned gargoyle is able to radiate tre- or by spells based on healing/harming. Fire and acid
mendous heat as a free action. Those within five feet spells or attacks deal half normal damage.

176
CREATuRE COLLECTION

Slarecian Ghoul
Medium-size Undead Fetid Touch (Su): Living creatures hit by the
Hit Dice: 6d12 (39 hp) attack of a slarecian ghoul must succeed at a
Initiative: +2 (Dex) Fortitude save (DC 12) or suffer a horrific rotting of
Speed: 30 ft. their flesh. Those who fail their saving throw are
AC: 20 (+2 Dex, +8 natural) stunned for the next 2d4 rounds, during which time
Attacks: Bite +7 melee, 2 claws +4 melee the victim's life force is whisked out of and she is
Damage: Bite 1d12+l and special; claw 1d6+1 and essentially turned into undead and gains a zombie-
special like appearance (ashen gray skin) thereafter.
Face/Reach: 5 ft. by 5 ft/5 ft. While victims of the attack gain all the immuni-
Special Attacks: Fetid touch ties typical of the undead, they are also caught in a
Special Qualities: Damage reduction 10/+1, undead, terrible limbo between life and death. Until the
unturnable effects of the fetid touch can be removed, a victim's
Saves: Fort +2, Ref +4, Will +7 wounds no longer heal naturally, and even magical
Abilities: Str 13, Dex 15, Con , healing spells and potions do not aid in healing.
Int 15, Wis 15, Cha 16 Victims in this state can be hurt further, however, so
Skills: Climb +6, Escape Artist +9, Hide +9, it's an extremely perilous condition.
Intuit Direction +3, Jump +6, Listen +8,
Move Silently +7, Search +6, Spot +9
Other than natural recovery, there is no known
Feats: Multiattack
cure for the fetid touch, because the affliction is so
Climate/Terrain: Any land or underground rarely encountered, but there are certainly some
Organization: Solitary, pair or pack (1-4) wizards who would pay dearly to examine a victim
Challenge Rating: 4 (willing or not). A victim receives a new saving
Treasure: Double Standard throw every day to attempt to recover naturally, but
Alignment: Always chaotic evil the DC increases by one per day. So, the day after
Advancement Range: 5-8 HD (Medium-size) the affliction is gained, the Fortitude save is DC 13,
and the next day it's DC 14.
Description Undead: Slarecian ghouls are immune to poi-
It's said that when they were set upon at once by son, sleep, paralysis, stunning and disease. They're
the gods and titans, the only way the slarecians could not subject to critical hits, subdual damage, ability
survive was to kill themselves. Wherever they came damage, energy drain or death from massive damage.
from, there is little disputing that these ghouls were Unturnable: Unlike other undead, slarecian
once slarecians. Whether they became ghouls to undead cannot be turned by clerics. The reason for
escape complete destruction or upon their death this is unknown, buried with the other secrets of the
because of a predilection for cannibalism is hardly of slarecians themselves.
concern to the unfortunates who face them. Like
ordinary ghouls, those of the slarecian variety are
emaciated, with rotten and decaying flesh on their
tall and now grossly slender frames. They eat only
carrion, so fresh kills are left to decay before they are
devoured.
The slarecian ghoul has lost none of its desire to
dominate "lesser" races. Entire villages or towns may
be seized by these terrible beasts, and all the
inhabitants are afflicted by the ghouls' fetid touch.
The diseased inhabitants are allowed to exist only to
later serve as food for the ghouls.
Slarecian ghouls speak Common and a tongue
that no one can comprehend (Slarecian, which has
proven unintelligible even through magic).

Combat
Slarecian ghouls are deadly foes. However, a
great deal of the danger they pose is not faced until
after the ghoul itself is destroyed. That's when
victims may learn the terrible truth about the ghoul's
fetid touch.

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CREATuRE COLLECTION

Slarecian Language Virus


Fine Magical Beast Hazard
Therefore, where the disease has broken out, it
Description has spread very quickly until a sage has been
consulted and the afflicted quarantined and cured.
Some wizards who have attempted to decipher Any two people afflicted with the disease may
ancient slarecian texts through the use of high magic communicate with one another, but with no one who
have only succeeded in afflicting themselves with a is not affected. Additionally, victims of the language
bizarre enchantment or disease. Once afflicted, the virus cannot cast spells with verbal components,
victim is unable to speak or write in any language. speak proper command words to activate magical
When she attempts to speak, her voice only items, read scrolls or spell books or even pray
enunciates a sing-song of garbled gibberish, and properly to regain divine spells.
when she attempts to write, her hand moves of its
own accord, almost as if ghost-writing, and etches System: Anyone using magical means to deci-
only scrawling knots of lines that resemble no known pher the slarecian language or even trying non-
language. The victim is also unable to read any magical means of intense study to crack this
language. Though victims can still think coherently enigmatic language maybe subject to this disease if
in any language with which they were fluent before, the text studied happens to carry it. Such linguistic
they lose all ability to communicate externally with researchers of "diseased" texts must attempt a Will
such languages. saving throw (DC 22) to resist infection.
Were this mental affliction to end there, it would All who hear the afflicted speak or read their
seem to be the result of some curse or mystic rune afflicted writing must pass a Fortitude saving throw
embedded in the slarecian language. However, the (DC 18) to resist picking up the disease themselves.
affliction, like a disease, is contagious, and anyone to The language virus can be cured with magic like
whom the afflicted speaks or anyone who takes more any other disease, may be removed as though it were
than a glance of anything the afflicted writes also a curse or even dispelled as a magical effect (treat as
becomes subject to the disease. It is as if the disease caster level 15).
is passed on through the gibberish the afflicted uses
in lieu of language.

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CREATuRE COLLECTION

Slarecian Muse
Tiny Construct
Hit Dice: 3d10+15 (31 hp)
Initiative: +0
Speed: 0 ft.
AC: 35 (+25 natural)
Attacks: None
Damage: None
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Spell-like abilities, mission
Special Qualities: Answer, damage reduction 20/+3, SR
15, construct
Saves: Fort +8, Ref , Will +6
Abilities: Str , Dex , Con 20,
Int 24, Wis 17, Cha 18
Skills: Alchemy +15, Appraise +15, Decipher
Script +15, Diplomacy +10, Innuendo
+10, Intuit Direction +15, Knowledges
(All) +5, Listen +20, Read Lips +10,
Sense Motive +10, Speak Languages
(All), Spot +12
Feats: Silent Spell, Still Spell
Climate/Terrain: Any
Organization: Solitary Each muse is highly intelligent but speaks to
Challenge Rating: 5 only those of the race it depicts. All others seem to
Treasure: None be regarded as enemies, though these "enemies" are
Alignment: Always neutral not attacked unless they in turn attack or attempt to
Advancement Range: None move the muse. With their allies, a muse is quite
Description
willing to share its vast knowledge. Though they
converse at length, the muses divine the answer to
Perhaps at once the most fascinating and most only one direct question per day, and that is the first
frustrating creature in the Scarred Lands, the question put to them after each sunrise. In the event
slarecian muse appears to be nothing more than a it is unable to answer the question, a muse says as
sculpture of a head. The nature of the head can be much but still declines to answer further questions
that of any race from human to dwarf to goblin, but that day.
as far as is known only one slarecian muse of each Many perhaps most people still distrust
type exists. It's not known whether a muse exists for muses, feeling they must be part of a ruse or plot of
each intelligent race or not, or whether there are the slarecians. But time dulls paranoia as well as
muses for humanoid races only (so none for dragons, memory, and as muses have ably served without
etc.). The material from which a muse is sculpted seeming duplicity for so long, most fears have
appears to be the same gem-like material found evaporated. Notable in their continued distrust are
comprising the horns of slarecian gargoyles. the dwarves. King Gontric (who then ruled from
Evidently unable to move even by magical Burok Torn) locked his muse away when he received
means, these muses are at the disposal of those who it, and his great-grandson who rules today has kept it
claim to own them. Originally given as gifts by so (though it's unknown whether it remains in Burok
ambassadors claiming to represent the slarecians to Torn or whether the new dwarven king even cares or
the rulers of the various races almost 200 years ago, knows). Even so, who knows into whose hands some
the muses have largely remained in the hands of the of the missing muses have fallen?
original recipients or their descendants. Some have Of course, muses should be mistrusted, for
been lost or misplaced through mischief over the though they hold no specific grudge against those
course of the last two centuries; in particular, a with whom they consort, they do have a mission to
number of the muses given to the "less civilized" complete, the details of which remain unknown.
races have been lost. It is known, for instance, that However, those who take advantage of the muses'
the muses of both human and asaathi likenesses have powers seem to return the favor of the answers by
been lost. Those who claim to "own" muses are procuring a number of strange, exotic and expensive
highly protective of them and typically restrict access items.
to them.

179
CREATuRE COLLECTION

Unknown to any but those rulers who deliver Mission (Sp): This ability can be used to coerce
said items after obtaining them or hiring others to do an individual to undertake a specific quest. It may be
so, an object is devoured by the muse and is never used once per week on any subject who has ever
seen again. Shy of 100 years ago, a centaur king received an answer from the muse (see "Answer"
named Narriok made claims of something of this sort above). Even if one answer is all an individual ever
occurring, but he later recanted, laughing at his joke. requests he is still susceptible to multiple missions.
Over the past 200 years, some fortunate handfuls In addition, the power operates telepathically and
of adventurers and mercenaries have grown rich and reaches its target anywhere on the same plane as the
powerful by completing errands for various rulers. muse. The victim of the mission gains one Will
Retrieve a gemstone from some forgotten cave. Or saving throw (DC30) to ignore each use of this
the scale of a dragon. Or a sacred idol that is later power. Success means the victim has an odd dream
bathed in the waters of the great Vaarooshan Falls. that's quickly forgotten. Failure means the victim
All manner of peculiar items are sought by slarecian diligently pursues the completion of the muse's
muses. mission, either personally or by delegating the task to
others.
Combat If an affected individual attempts to tell another
Slarecian muses do not engage in combat unless of his coercion or does not attempt to complete the
forced to do so by aggressive adversaries. Muses in mission, he must make a Will save (DC 30) or fall
the "possession" of racial leaders are generally under the complete mind-control of the muse. Muses,
protected from such threats, but some of the lost ones however, do not wish to call attention to this mental
may not be so fortunate. However, muses are domination, so the affected individual maintains a
extremely difficult to injure, and it's most likely that life much as before, yet gains a penchant for under-
those encountered fall prey to its mind-affecting taking missions on behalf of the muse.
powers and they attempt to protect it thereafter. The Spell-like Abilities: Slarecian muses may, at
muse then seeks to maintain control long enough to will, cast any mind-affecting wizard spell of 1st
coerce its slave/friend into returning it to the hands through 3rd level at the rate of one per round.
of the leaders to whom it "belongs" (i.e., the human Construct: A muse is mpervious to critical hits,
head, if ever encountered, might desire to travel to subdual damage and death from massive damage
Vashon, home of King Virduk). trauma. It's immune to poisons, diseases, blinding,
Answer (Su): This divination ability can be deafness, drowning, electricity and spells or attacks
used by a slarecian muse once per day. Basically, the that affect respiration or living physiology. It cannot
entity can divine the answer to any "yes or no" be stunned. It's not affected by attacks or spells of
question 70 percent of the time. If an answer cannot mind-altering nature (enamoring or charming spells,
be obtained, the muse says as much, and that for example) or spells based on healing/harming.
question may never be asked of the same muse again Fire and acid spells or attacks deal half normal
(even by a different individual). damage.

180
CREATuRE COLLECTION

Slarecian Shadowman
Otherwise, they seem to be encountered only in
Medium-size Undead
the most well defended locales, including the throne
Hit Dice: 4d12+4 (30 hp)
room of Eldura-tre, where one of the vile creatures
Initiative: +10 (Dex)
was found grafted to High Warden Jarwen-awen.
Speed: 30 ft. or special (see below)
After detection, it managed to escape and was
AC: Always 20
subsequently discovered attempting to regain access
Attacks: 2 Claws +5 melee
to the High Warden, who is now reportedly confined
Damage: Claw 1d8+1
Face/Reach: 5 ft. by 5 ft./5 ft. or special (see below)
to the city, where he is allegedly inaccessible to the
Special Attacks: Absorb memory, destroy memory, graft,
shadowman.

Combat
strength drain
Special Qualities: Blindsight, immunities,
undead, unturnable A slarecian shadowman can be either frustrat-
Saves: Fort +2, Ref +14, Will +3 ingly invulnerable or fortunately quickly dispatched
Abilities: Str 13, Dex 30, Con 12, in combat depending on the foes it faces. Since it is
Int 16, Wis 14, Cha 15 immune to attacks not involving light or fire, a
Skills: Hide +20, Listen +10, Move Silently +15, shadowman initially targets enemies with the ability
Spot +6 to harm it. This means it first attacks spellcasters
Feats: None who might have light or fire spells at their disposal.
Climate/Terrain: Any The shadowman attempts to graft to the spellcaster
Organization: Solitary and destroy the memory of any spell that might harm
Challenge Rating: 3 it.
Treasure: None Also, because it is made of the stuff of shadows,
Alignment: Always neutral when it is not interested in remaining camouflaged, a
Advancement Range: 2-8 HD (Medium-size) shadowman is capable of stretching as much as 30

Description
feet away from its graft victim to attack another foe.
Its shadowstuff composition also explains the
The existence of slarecian shadowmen is a creature's AC of 20 regardless of any possible
known fact, but their nature and purpose is in modifiers such as size or facing.
question. They are believed to be undead creatures, Absorb Memory (Su): A victim to whom a
although clerics seem incapable of turning them. shadowman has grafted (see below) automatically
They are also thought to have been spies and/or shares his memories and thoughts with the
assassins for the slarecians centuries ago, but that shadowman. Every day that a shadowman remains
cannot explain the fact that they are still sometimes grafted, the victim receives a Will save (DC 18) that
encountered and evidently still spy on others. should be rolled by the Game Master. If the victim
Whether this is because they are ageless and succeeds, the GM should report to the player that his
continue to carry out orders given long ago or character has had a restless night of nightmares. If
because some slarecians still survive is also the roll fails, the shadowman becomes privy to
unknown. 1d100 percent of the victim's memories and
What is understood is the virtual impossibility of thoughts. The shadowman always keeps the highest
detecting the creatures. Shadowmen typically dwell roll made thus far, so if on Day 1 it absorbs
or hide in darkened areas where they are knowledge of 56 percent of the victim's memories
indistinguishable from the surrounding shadows. and on Day 2 rolls 24 percent, then the shadowman
Even after they have successfully replaced a victim's still knows 56 percent of the victim's memories. A
natural shadow with their own bodies, they remain shadowman may use this ability once per day per
difficult to detect, because like the shadows graft victim.
themselves shadowmen are evidently able to twist
Blindsight (Ex): A slarecian shadowman can
and stretch their bodies to perfectly duplicate what a
see in complete darkness.
natural shadow would do.
A handful of shadowmen continue to wander the Destroy Memory (Su): Seven times per day,
Scarred Lands on missions no one can hope to under- but no more than once per round, a shadowman may
stand. It is rumored that one or even more of these attempt to destroy a memory of someone to whom it
creatures have struck a bargain with the is grafted. The shadowman must have previously ab-
necromancers of Glivid Autel (those renegades sorbed knowledge of the targeted memory. Roll
originally from Hollowfaust) wherein the death 1d100 and compare to the shadowman's absorb
magicians have allowed shadowmen to graft memory rating with this victim to see if this specific
themselves to the sorcerers' bodies. In return for memory is known to the shadowman.
necromantic secrets, the shadowmen are ready to
protect their complicit hosts.

181
CREATuRE COLLECTION

If the shadowman's roll is successful, then he This attack does not require the shadowman to
may target the memory (a password, a memorized reveal itself and it affects a victim so gradually that
spell, the victim's mother's name, etc.). The victim she generally does not notice the loss until several
receives a Will save (DC 20) to resist this memory points have been drained or she needs to call upon
destruction. If the save is failed, then the memory is her strength for combat, lifting, etc.
lost permanently (though it is retained by the A shadowman may attempt to graft humanoids
shadowman) and the victim does not notice the loss. as large as 15 feet tall. Also, a graft cannot be broken
A memorized spell can be regained normally later. by any kind of movement (including teleportation or
This power may be used during combat in addition to the like), and a shadowman gains the size and speed
the shadowman's two claw attacks. of the victim of the graft.
Graft (Su): A slarecian shadowman may at- Characters with very high Intelligence (16+)
tempt to graft to no more than three different targets might notice something odd about a grafted victim's
per day, although it may attempt a single target as shadow. They receive a Spot skill check (DC 20) to
many times as it wishes and may not be grafted to note that something is amiss. If they make any obvi-
more than one target at a time. Each attempt to graft ous sign of this recognition, they are likely to be
takes a full round action, and the target receives a grafted immediately. The shadowman then attempts
Will save (DC 15). If the saving throw fails, the to destroy that memory.
shadowman has effectively replaced the victim's Immunities (Ex): Slarecian shadowmen cannot
natural shadow with its own "body," which reshapes be harmed by any attack that is not light-based. Light
itself into an almost perfect match to the victim's or fire does normal damage, but all other attacks are
own. If the saving throw succeeds, the target knows completely ineffective. Light spells that do not typi-
he has resisted some variety of psychic attack. If the cally have damage associated with them do 1d4 hit
GM makes a successfully Hide roll for the points of damage per level of the caster.
shadowman prior to the attempt, its graft is not Strength Drain (Ex): Every time a shadowman
noticed. hits an opponent with its claws, it does its normal
A victim of graft may automatically be damage, plus it drains 1d6 Strength points from the
subjected the shadowman's Strength drain once per victim. A victim who is reduced to zero Strength is
hour. killed. Drained Strength points return at the rate of
one point per hour. All drained points return with a
full night's uninterrupted sleep.
Undead: A shadowman is immune to poison,
sleep, paralysis, stunning and disease. It's not sub-
ject to critical hits, subdual damage, ability
damage, energy drain or death from massive
damage.
Unturnable: Unlike other undead,
slarecian undead cannot be turned by clerics.
The reason for this is unknown, buried with the
other secrets of the slarecian race.

182
CREATuRE COLLECTION

Sleet Devil
Large (Long) Elemental
Hit Dice: 8d8+24 (60 hp)
Initiative: +4 (Dex)
Speed: 30 ft., swim 30 ft.
AC: 19 (-1 size, +4 Dex, +6 natural)
Attacks: Bite +10 melee, 2 claws +8 melee
Damage: Bite 2d6+3; claw 1d6+1
Face/Reach: 5 ft. by 20 ft./10 ft.
Special Attacks: Chilling constriction
Special Qualities: Sense heat sources within 120 feet,
sleet cloud, cold defenses, immunities
Saves: Fort +9, Ref +10, Will +3
Abilities: Str 16, Dex 19, Con 16,
Int 7, Wis 13, Cha 14
Skills: Climb +3, Escape Artist +5, Hide +8,
Intimidate +5, Listen +4, Move Silently
+6, Spot +6, Swim +8
Feats: Multiattack
Climate/Terrain: Any cold (during winter only) to
arctic land
Organization: Solitary, frolic (2-7)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement Range: 6-12 HD (Large)

Description mouse game until they tire of the sport and go for the kill.
During the severe winters of the northlands, the Prey that fights back is a different affair. In such cases, a
locals huddle indoors around their fires and tell tales sleet devil usually tries to constrict a suitable foe (prefer-
of icy demons stalking the night, waiting to catch ably one without a large bladed weapon in hand) while
and slay anyone they find. At least one of these tales biting and tearing at a second. The devils are not
is true that of the sleet devil. This malicious foolhardy, and retreat if combat goes against them.
creature hunts the freezing night air, searching for Chilling Constriction (Ex): Deals ld8+6 damage
warm things to kill out of spite. on a successful grapple check and each round therafter;
The sleet devil is hard to perceive at first, due to constricted victims must make a Fortitude save (DC 16)
the constant flurry of ice and snow that surrounds it. each round on their action or be chilled to their core by
Most people outside the cloud see a long, shadowy cold so intense that their muscles are frozen to the point
from with luminescent ice-blue eyes. Those who of immobility. Whether the save is made or not, the
have penetrated the cloud and survived their victim sustains an additional 1d6 points of cold damage
encounter describe the sleet devil as a 60-foot-long each round. The sleet devil can constrict one foe while
serpentine creature with two long, clawed forelegs, attacking another with claws and bite. Those affected by
made entirely out of crackling ice. Its long jaws are the chilling constriction who survive may only move at
filled with hard icicle-teeth. 1/ 4 speed until they are able to thaw out before a fire or
Wise men aren't quite sure where the sleet devil other heat source for at least one hour.
originally came from, but tales paint it as the
embodiment of frozen travelers' anger or a Sleet Cloud (Su): The constant cloud of sleet
manifestation of the cruelty of long northern winters. surrounding a devil impairs its opponents' vision, as well
Rumor has it that one of the mighty Titans must be as their scent. Creatures that rely on sight or scent to
buried, in part or entirely, beneath the ice at the top target opponents suffer a -2 penalty to strike a sleet devil
of the world, in melee or missile combat.
Cold Defenses (Ex): Being creatures comfortable
Combat with the frozen lands, sleet devils are immune to cold, ice
Sleet devils often lie buried under snowbanks to and water attacks. They suffer double damage from fire-
ambush opponents, although they also seem fond of based attacks on a failed saving throw.
openly and slowly approaching lone travelers, to Immunities (Ex): Sleet devils are not affected by
heighten their prey's feelings of dread. If they feel critical hits, death from massive injury, poison, paralysis,
they can toy with their opponents, they strike sleep, disease or any attack that must target a living
casually with teeth and claws, playing a cat-and- subject.

183
CREATuRE COLLECTION

Solar Scarab
Diminutive Magical Beast Combat
Hit Dice: 1d10-1 (4 hp) Solar scarabs are not particularly aggressive to-
Initiative: +4 (Dex) ward most creatures; they are content to eat insects,
Speed: 30 ft., climb 30 ft., fly 60 ft. carrion, deadwood and other scavenged materials.
AC: 18 (+4 size, +4 Dex) They tend to attack either in self-defense or, pecu-
Attacks: Bite +3 melee liarly enough, when in the presence of undead. The
Damage: Bite 1d6-2 beetles swarm overhead any undead that cross their
Face/Reach: 1 ft. by 1 ft./1 ft. territory in broad daylight, devastating the creatures
Special Attacks: Solar beam with a barrage of solar beams. They are less hesitant
Special Qualities: Sunlight storage, heat resistance to use up their stores of light at night, but still strobe
Saves: Fort +0, Ref +4, Will +1 sunlight overhead, as if hoping to either injure the
Abilities: Str 6, Dex 18, Con 8, undead (who might be vulnerable to sunlight) or to
Int 3, Wis 12, Cha 12 attract other entities to deal with the monsters.
Skills: Climb +8, Listen +4, Spot +8
Sunlight Storage (Su): Excited solar scarabs
Feats: Alertness
can release stored sunlight, lighting the area around
Climate/Terrain: Desert, warm plains
them in a 60-foot radius with genuine solar radiation.
Organization: Cluster (11-20), swarm (10-100)
Challenge Rating: 1/2
This light counts as pure sunlight for purposes of
Treasure: None
affecting creatures that are vulnerable to sunlight. A
Alignment: Always neutral solar scarab can maintain this luminescence
Advancement Range: 1-2HD for up to two hours before needing
to recharge its stores. To
Description completely refill its stores, the
scarab must be exposed to direct
The peculiar magical beetles called
sunlight for four hours.
solar scarabs are a relatively new
wrinkle in the Scarred Lands. These Solar Beam (Su): While in
golden insects are particularly direct sunlight, solar scarabs can
noteworthy due to their magical ability focus the A sun's rays into an
to store, focus and redirect sunlight. intense beam of radiation. The
Some branches of the Madrielite scarab must be in flight above a
church claim that their powers are target, although it need not be
clearly a gift from the goddess, but this directly between the sun and its target
assertion has yet to be proven. the scarab can direct the beam with
The grapefruit-sized solar scarabs subsist on a some precision. Targets must make a Reflex save,
diet of anything organic that's available, but they also DC 13, or take 3d4 points of damage. A scarab may
apparently draw some nourishment from sunlight. At focus this solar beam during cloudy weather or
high noon in some areas of the desert, the spiraling indirect daylight, but it inflicts only 1d4 damage. If
flights of shining scarabs reflect like fireworks. They hard-pressed, the scarab can even release all its
can exist without sunlight for a time, but if a solar stored solar energy (see above) to produce one full-
scarab spends more than a week without exposure to power beam which deals 4d4 damage, aimed
solar radiation, it simply wastes away. wherever it likes (to a distance of 120 yards).
A few cults of Madriel have managed to raise Heat Resistance (Ex): Solar scarabs take half
and train solar scarabs, largely for the purposes of damage from any heat-based attack and are immune
assisting them on undead-hunting expeditions. As the to the adverse effects of high temperatures.
creatures show a level of intelligence comparable to
a smart dog, and live for approximately 20 years,
they make most interesting if not overly
affectionate companions.

184
CREATuRE COLLECTION

Sour Grub
Tiny Vermin
Hit Dice: 1d8-1 (3 hp)
Initiative: -1 (Dex)
Speed: 5 ft.
AC: 14 (+2 size, -1 Dex, +3 natural)
Attacks: Bite -1 melee
Damage: 1d3
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Paralysis
Special Qualities: Vermin
Saves: Fort +1, Ref -1, Will -2
Abilities: Str 3, Dex 8, Con 8,
Int , Wis 6, Cha
Skills: Climb +4, Hide +10, Move Silently +3
Feats: None
Climate/Terrain: Any
Organization: Writhes (2-12)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Always neutral
Advancement Range: 1-2 HD (Tiny)

Description Indeed, some erstwhile rat-catchers have


Sour grubs are becoming increasingly dangerous become urban filth-farming maggot dealers. These
as cities of the Scarred Lands slowly rebuild, spread people are typically arrested when caught selling
and grow crowded. The vermin originally lived in their wares in infested cities, but watches rarely
the wilds, spawning in cesspits and stagnant pools or patrol the poorest of markets.
beneath the rotting carcasses of animals. Now, how-
ever, cities such as Rahoch attract sour grubs in Combat
alarming quantities. Sewage drains, refuse piles and Sour grubs have no combat style; they typically
even privies are infested. bite from hiding when disturbed in their filth-do-
Although they are disgusting and tenacious crea- mains. Any and all nearby vermin feed upon a
tures, sour grubs do serve a purpose in many modern poisoned victim.
cities. Citizens tolerate them to a degree because the Paralysis (Ex): The sour grub bite injects a
creatures eliminate disease-carrying rats and other paralysis-inducing poison. A Fortitude save (DC 14)
vermin with a singular zeal. They become a problem is required to resist it with each bite. Failure causes a
when their population spreads to inhabit almost all victim to collapse for 1d6 rounds. Once paralysis has
locales that can support them, even the vaults of set in, no further Fortitude rolls need be made for
royalty. subsequent bites when the grub are merely feeding,
People who intrude upon sour grub nesting areas but when the victim rouses from paralysis, the
which can be anywhere from gutters to back feeding grub will inject its poison again. Grubs that
alleys to stables are bitten and injected with a feed on an incapacitated victim inflict 1d4 damage
paralyzing poison. Falling victim to this bite can automatically for each round that they're allowed to
make a person or animal a meal as other nearby feed.
grubs close to feed.
Horrifically, destitute citizens with little other Vermin: Immune to mind-altering effects.
recourse have taken to eating sour grub larvae.

185
CREATuRE COLLECTION

Spider-eye Goblin
Small Humanoid (Goblinoid) Most tribes are relatively small, and all are
Hit Dice: 2d8 (9 hp) governed by a matriarchy, with one female priestess
Initiative: +2 (Dex) ruling the tribe. Since the fall of the titans, most
Speed: 30 ft., climb 20 ft. tribes have taken to worshiping the demigoddess
AC: 15 (+1 size, +2 Dex, +2 natural) Sethris, demon-witch of the web.
Attacks: Bite +2 melee; 4 claws +2 melee; javelin A spider-eye goblin tribe of any significant size
+4 ranged; dart +4 ranged also has giant wolf spiders as trained mounts (see
Damage: Bite 1d6; claw 1d4; javelin 1d6; dart 1d4 Wolf Spider, Giant in this volume). The large tribe in
Face/Reach: 5 ft. by 5 ft./5 ft. the vicinity of the Swamps of Kan Thet are
Special Attacks: Poison especially renowned for their use of these spider-
Special Qualities: Darkvision 60 ft., improved mounts.
peripheral vision
Saves:
Abilities:
Fort +2, Ref +2, Will +0
Str 11, Dex 14, Con 10,
Combat
As with most goblins, spider-eye tactics rely
Int 9, Wis 10, Cha 3
heavily on ambush, particularly by making use of
Skills: Balance +2, Hide +7, Jump +5, Listen
+4, Move Silently +4, Spot +6
their natural climbing ability to hide in the tree
Feats: None canopy or on cavern ceilings, and raining javelins
Climate/Terrain: Underground caves, deep jungle and darts down on their prey. Though not very
Organization: Gang (1-6), Raiding Band (3-18, plus 2- bright, the spider-eyes can be cunning bastards when
8 with spider mounts, plus 1 4th-level it comes to setting traps. However, in open combat
leader), nest (5-50, plus 2-20 with spider (i.e., a fair fight), the usual goblin cowardice can
mounts, plus 2 4th-level leaders, plus 1 quickly take hold of a leaderless band.
8th-level cleric matriarch) Poison (Ex): A spider-eye goblin's bite carries a
Challenge Rating: 1/2 weak poison. Victims who take damage from a suc-
Treasure: Standard cessful bite attack must also make a Fortitude save
Alignment: Usually neutral evil (DC 13) or suffer an additional 1d6 damage from the
Advancement Range: By character class poison.
Description Improved Peripheral Vision (Ex): Due to their
multiple eyes, spider-eye goblins cannot be flanked.
Spider-eye goblins are among the many races of
So, for example, attacking rogues cannot gain sneak
goblinoids created by the titans during the formation
attacks due to flanking, and multiple opponents
of the world. As one of their first attempts at creating
fighting on both sides of a spider-eye goblin receive
a humanoid race, the goblinoid races fell far short of
no attack bonuses.
the titans' demands for servitors, and the titans
Mounted spider-eye goblins also possess the
quickly turned a blind eye to their malformed,
Ride skill at +7 and the Mounted Combat and
imperfect children. Still, in a primordial state and left
Mounted Archery feats.
to fend for themselves, goblins were drawn to and
became imbued with various aspects of the world
during their genesis, leading to the many varieties of
goblinoid races seen across the Scarred Lands today.
Infused with some arachnid spirit during their
birth, spider-eye goblins became one of the most hid-
eous of their already ugly kind. They sprouted six
long slender limbs, two used for legs and four as
arms on the rare occasions that spider-eye goblins go
bipedal. Their bodies sprout short thick hairs, and
their telltale array of eight eyes rests over a fanged
maw.
Like all goblins, the spider-eyed variety breeds
quickly. However, since the male is usually killed
and eaten by the female during mating and the
female herself is consumed by her young when they
hatch, spider-eye goblin populations don't grow quite
as quickly as those of the other goblin races.
Spider-eyes make their lairs in the canopy of
deep jungles or in caverns close to the surface of the
earth.

186
CREATuRE COLLECTION

Spire Wyvern
Medium-size Beast
Some ranger patrols use spire wyverns to
Hit Dice: 8d10 (44 hp)
accompany them on patrol to act as aerial warning.
Initiative: +3 (Dex)
Training spire wyverns is no easy task. Only a few of
Speed: 20 ft.; Fly 120 ft.
them are patient and intelligent enough to serve
AC: 18 (+3 Dex, +5 natural)
adequately, and training must begin as soon as a
Attacks: 2 Talons +8 melee, bite +3 melee;
tail +8 melee spire wyvern hatchling has learned to fly. Mother
Damage: Talon 2d6, bite 1d8, tail 1d10 spire wyverns guard their broods tenaciously.
Face/Reach:
Special Attacks:
5 ft. by 5 ft./5 ft.
Poison Combat
Special Qualities: Keen senses, screech of the spires Spire wyverns may attack with two talons and a
Saves: Fort +2, Ref +9, Will +0 bite, or may lance prey with their stinging tail. They
Abilities: Str 11, Dex 17, Con 11, typically do not fight except to secure food or protect
Int 5, Wis 6, Cha 6 their nest. When hunting, they attempt to sting prey
Skills: Move Silently +8, Search +11, Spot +11 and fly away until their paralyzing venom sets in.
Feats: None The wyvern then scoops the prey up and carries it
Climate/Terrain: Any (high elevations) back to its nest to devour the helpless victim at the
Organization: Solitary, pair wyvern's leisure.
Challenge Rating: 4 Keen Senses (Ex): Spire wyverns can see at
Treasure: Standard distances up to a mile with a great degree of
Alignment: Always neutral accuracy.
Advancement Range: 6-9 HD
Poison (Ex): The spire wyvern's tail delivers a
Description paralyzing venom. Anyone injured by the tail must
also pass a Fortitude save (DC 13) or become para-
Spire wyverns are flying reptiles that instinc- lyzed for 1d6 hours. Once injected into prey, the
tively occupy the highest points within their venom takes 1d4 rounds before paralysis sets in (as-
domains, which explains the roosts atop the great suming that a player failed his saving throw).
towers of the Scarred Lands' cities. Young spire
wyverns in search of their own territory often find a Screech of the Spires (Ex): Spire wyverns are
roost within a city and go unnoticed until they grow able to let out a great, piercing screech. This sound
large enough to prey upon stray animals or children. may be heard up to a mile away, and it is distinctive
In the wild, spire wyverns inhabit the treetops or enough that guards and/or others who are familiar
build nests into cliff faces. Any treasure possessed by with a spire wyvern can recognize its particular call.
a wyvem is mixed into its nest among the remains of The screech also temporarily deafens opponents
its prey. within 60 feet for 2d4 rounds unless the victim
Some spire wyverns have been trained as look- makes a Fortitude save (DC 9).
outs. Their most common usage is to help patrol
frontier lands, coming back to roost in a keep or
tower.

187
CREATuRE COLLECTION

Spirit of the Plague


Medium-size Undead
Hit Dice: 6d12 (39 hp)
Initiative: +1 (Dex)
Speed: 15 ft.
AC: 11 (+1 Dex)
Attacks: Touch +6 melee
Damage: None
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Plague
Special Qualities: Damage reduction 10/+1, incorporeal,
undead
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 10, Dex 13, Con ,
Int 10, Wis 9, Cha 9
Skills: Listen +6, Move Silently +10, Spot +6
Feats: None
Climate/Terrain: Any
Organization: Solitary, wards (10-20),
plagues (25-100)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement Range: 4-9 HD

Description Combat
At the height of the Titanswar, the titan Chern of Spirits of the plague exist solely to harass the
the Last Great Sickness and Suffering unleashed a living and spread their horrible diseases. They spend
tide of diseases to destroy all life in Scarn. His their nights passing through towns, caressing the
plagues were certainly deadly, but the death already faces of sleeping people in order to infect them.
caused by the war prevented the diseases from Incorporeal (Ex): This creature has no
spreading as far as they could in a functioning substance in its regular state. It can be seen as only a
society. What use was infecting a town if a raid cloudy apparition. Because it has no form, it can pass
destroyed it the next day? Why infect young boys if through non-magical obstacles such as walls or
they were just sent off to die at war? Travel was all ceilings. While incorporeal, the plague spirit is
but impossible in those times, and Chern wasn't immune to all attacks except for purification and
satisfied by the results of his dwindling illnesses. exorcism attempts, but it is likewise unable to harm
His solution was to use the spirits of those any physical creature. The spirit of the plague can
claimed by his plagues to spread the sickness to turn corporeal at will, though, at the expense of one
others. After death, the spirits of those who had attack action.
agonized under the plague the longest, those whose Plague (Su): Any creature touched by a
wills were broken and spent at death, returned to the corporeal spirit of the plague must succeed at a
mortal world bound by Chern's will. They traveled Fortitude save (DC 16) or contract an advanced form
through their towns, or along merchant routes, even of whatever disease killed the spirit originally. GMs
on the fields of battle to spread their disease. can tailor this disease to the epidemiological history
Now the gods have locked Chern away, but his of their campaigns, but assume as a default that the
divine mandate still lingers. A very few souls who disease has an onset period of 1d10 days and that it
die from a communicable illness arise as spirits of causes 1d6 hit points of damage per day afterward
the plague a few months later to ignite epidemics. until it is cured.
Chern's plague spirits may not have been an effective
curse, but they have certainly proved an enduring Undead: Immune to poison, sleep, paralysis,
one. stunning and disease. Not subject to critical hits,
subdual damage, ability damage, energy drain or
death from massive damage.

188
CREATuRE COLLECTION

Steel Beetle
Large Construct (Golem) And fuel is the problem with the constructs.
Hit Dice: 8d12+40 (92 hp) They are energized by blood sacrifice one HD of
Initiative: +2 (Dex) sacrificed creature is sufficient to power them for a
Speed: 45 ft. month. While their potential for storing power seems
AC: 31 (-1 size, +2 Dex, +20 natural) quite limitless, it is only by the sacrifice of living
Attacks: 2 Claws +14 melee beings that these devices can be charged. Steel
Damage: Claw 1d10+7 beetles that have "wound down" can be revived by
Face/Reach: 5 ft. by 5 ft./10 ft. anyone who has the Craft Wondrous Item feat and
Special Attacks: None sacrifices an intelligent creature of at least one HD.
Special Qualities: Construct, damage reduction 10/+2 Steel beetles respond only to the commands of
Saves: Fort +11, Ref +4, Will the person who activated them, or to a single indi-
Abilities: Str 25, Dex 14, Con 20, vidual designated at the time of awakening. While
Int , Wis , Cha they are not capable of making plans and judgments
Skills: Spot +6 on their own, they understand complex and extensive
Feats: Cleave, Power Attack orders given by their owner. Their main failing is
Climate/Terrain: Any that they become inert if ever removed more than
Organization: Solitary one mile from their owner. Once the owner moves
Challenge Rating: 8 back within that range, the construct reactivates.
Treasure: None
Alignment: Always neutral Combat
Advancement Range: None
In combat, steel beetles fight as directed by their
Description owner. Typically, this means they try to place them-
selves between attackers and their owner, and lash
The steel beetles were built approximately 80 to out with their great steel claws. However, they can
120 years ago by the magician Gest Ganest and his be given more complex orders.
apprentices in their (now abandoned) workshop deep
Construct: A steel beetle is impervious to
in the Kelder Mountains. Some were used as security
critical hits, subdual damage and death from massive
for the workshop, but most were sold for hefty com-
damage trauma. It's immune to poisons, diseases,
missions to private individuals as bodyguards and
war machines. Over the years, most of these blinding, deafness, drowning, electricity and spells or
attacks that affect respiration or living physiology. It
constructs have been destroyed or worn out, but
cannot be stunned. It's not affected by attacks or
some still stand at their posts faithfully, and others
spells of mind-altering nature (enamoring or
have long shut down and await only maintenance
charming spells, for example), or by spells based on
and refueling before they can be made operational
healing/harming. Fire and acid spells or attacks deal
again.
half normal damage.

189
CREATuRE COLLECTION

Steel Giant
Gargantuan (Tall) Giant
Hit Dice: 14d8+59 (122 hp)
Initiative: +0
Speed: 45 ft.
AC: 26 (-4 size, +20 natural)
Attacks: Mallet +19 melee, 2 fists +15 melee;
boulder +10 ranged
Damage: Mallet 2d12+8; fist 1d20+8; boulder
2d10+8
Face/Reach: 20 ft. by 20 ft./20 ft.
Special Attacks: None
Special Qualities: Immunities, metal healing
Saves: Fort +13, Ref +4 Will +4
Abilities: Str 26, Dex 11, Con 19,
Int 13, Wis 11, Cha 9
Skills: Appraise+10, Craft (metalworking) +22,
Spot +19
Feats: Armor Proficiency (All), Improved Critical
(Mallet), Multiattack, Power Attack,
Toughness, Weapon Focus (Mallet)
Climate/Terrain: Volcanoes, volcanic ranges,
underground
Organization: Solitary or group (2-12)
Challenge Rating: 9
Treasure: Triple Standard
Alignment: Always lawful neutral Many smiths, particularly dwarves, seek the
Advancement Range: 14-18 HD (Gargantuan) metallurgical knowledge that these giants possess.
Others dream of finding these metallic giants' lairs,
Description for it is told that they have treasure, brought from the
The race of steel giants is said to be a gift from bowels of the earth, that makes a dragon's troves
Hedrada the Citybuilder to Corean the Avenger after seem a pittance.
Corean helped Hedrada defeat the titan Hrinruuk the Steel giants speak Dwarven and the Common
Hunter. In an epic battle, Hrinruuk vanquished tongue.

Combat
Hedrada, took the god up by his bloody mantle and
made to cast Hedrada into a great void. But Corean
intervened and crippled the titan with a single mighty When steel giants fight, they wield their terrible
blow. Hedrada's priests claim that it is the still-living metal mallets with their upper pair of arms, and
skull of Hrinruuk that now adorns one mallet head of punch with the lower pair of arms. Steel giants
Hedrada's judgment hammer. cannot raise their second pair of arms over their
In gratitude to Corean, and in appreciation for head, so throw rocks with their upper arms. Steel
Corean's affinity for craftwork, Hedrada slaughtered giants can throw rocks more than 300 feet.
Hrinruuk's servitors and reincarnated them as steel Immunities (Ex): Steel giants are immune to
giants, forgers of volcanic metal and rock. To this fire, heat and cold. However, electrical attacks do
day, the steel giants work for Corean, providing the double damage to them.
god with raw materials for his forge. They delve Metal Healing (Ex): Steel giants are able to
deeply into the earth below the volcanic ranges to heal their wounds simply by patching themselves up
pump out fresh magma from which they smelt with molten metal straight from the forge. They
mithril to forge armor. Unfortunately, it is not simply touch the metal to a wound and it heals 2d8
unknown for the steel giants' activities to cause points of damage per round.
volcanic eruptions on the surface world.

190
CREATuRE COLLECTION

Steppe Troll
Large (Tall) Giant There are thought to be as many as two dozen
Hit Dice: 8d8+38 (74 hp) nomadic tribes that make their way on annual treks
Initiative: -1 (Dex) across the grasslands, driving herds of horses and
Speed: 40 ft. oxen and living fairly peaceful lives, interspersed
AC: 21 (-1 size, -1 Dex, +9 natural, +4 scale with occasional livestock raids and war parties.
armor) Sometimes young warriors of both sexes leave their
Attacks: Bite +9 melee, 2 claws +4 melee; or tribes on quests mandated by a tribal shaman, and are
heavy lance +9 melee; or saber +9 unable to return until they have fulfilled a great deed
melee required by their gods.
Damage: Bite 1d10+2; claw 1d6+1; heavy lance These tribes are suspicious of any outsider, but
1d8+2; saber 1d6+2
are honorable in their dealings and willingly trade
Face/Reach: 5 ft. by 5 ft./10 ft.
with travelers passing through their territory.
Special Attacks: None
However, their patience with the humans passing
Special Qualities: Regeneration
through the steppes is beginning to diminish. Troll-
Saves: Fort +10, Ref +1, Will +1
horses are a prized breed, famous for their size and
Abilities: Str 15, Dex 8, Con 18,
Int 9, Wis 9, Cha 8
strength, and a worthy specimen can fetch a king's
Skills: Animal Empathy +15, Craft +8, Listen
ransom in the markets of civilized lands. Steppe
+10, Ride +15, Spot +15, Wilderness trolls speak Giant, and some can also speak Elvish
Lore +10 and/or Common.
Feats: Armor Proficiency (all), Ride-by Attack,
Spirited Charge, Toughness (x2), Track Combat
Climate/Terrain: Steppe, grasslands Steppe trolls prefer to fight their enemies from
Organization: Hunting/raiding party (1-10), war party the saddle, riding down foes and striking them with
(one 4th-level war leader, 5-25 riders), long heavy lances or curved sabers. Hunters also
Tribe (18th-level chieftain, 2 4th-level favor powerful composite bows with broad iron
war leaders, 5-50 riders, 5-15 children) arrowheads, although their culture frowns on using
Challenge Rating: 5 such weapons in combat, preferring to fight enemies
Treasure: Standard face to face.
Alignment: Always neutral
Advancement Range: By character class Regeneration (Ex): A steppe troll regain 3 hp
per round from any damage, except acid, fire or fire-
Description based attacks.
Unlike their subterranean cousins, steppe trolls
are huge, powerfully muscled creatures, with broad,
toothy faces and rough, greenish-brown skin. Their
warriors prefer leather leggings and shirts of scale
or mail armor, with large iron-handed shields.
Members of the steppe tribes also tattoo their
bodies with ritual marks, signifying great deeds
and events they have witnesses in their lives.
Steppe trolls take the heads of mighty warriors
they have defeated in battle,
incorporating them into their
armor or making them into
drinking goblets or saddle
ornaments.
Steppe trolls are a
distant offshoot of the more
common troll species, and
somehow managed to thrive on
the harsh, windswept steppes of
eastern Termana.

191
CREATuRE COLLECTION

Stick Giant
Colossal Giant Combat
Hit Dice: 20d10+140 (250 hp) If a stick giant has the opportunity to prepare for
Initiative: -2 (Dex) a fight, it uses its spells to the fullest strategic
Speed: 50 ft. advantage possible. Otherwise, it is perfectly capable
AC: 25 (-8 size, -2 Dex, +25 natural) of melee combat. Unless foes are weak enough not to
Attacks: Fist +22 melee require strategic consideration, a stick giant typically
Damage: Fist 2d10+10 attempts to splinter everyone facing it. This is
Face/Reach: 15 ft. by 15 ft./40 ft. effective against spellcasters who may have trouble
Special Attacks: Needle spray, spells, splintering concentrating through the pain the splinters can
Special Qualities: Vulnerability (fire) cause them. Finally, a stick giant generally use its
Saves: Fort +18, Ref +5, Will +11 needle-spray attack in only two circumstances: if it is
Abilities: Str 30, Dex 7, Con 25, close to being defeated, or if it feels certain that use
Int 14, Wis 19, Cha 13 of the effect will almost completely eliminate its
Skills: Animal Empathy +7, Concentration +5, opponents.
Hide +9, Knowledge (nature) +11, Listen
+15, Spot +11, Wilderness Lore +16 Needle Spray (Ex): Once per day, a stick giant
Feats: Cleave, Great Cleave, Power Attack, can cause vast quantities of tiny wood splinters to
Track spray in every direction from its body. Only
Climate/Terrain: Old forests opponents with a shield are allowed a Reflex save
Organization: Solitary, pair or family (1-3) (DC 22) to halve the damage. Otherwise, everyone
Challenge Rating: 10 (friend and foe, though other stick giants are
Treasure: Standard unaffected) within 40 feet sustains 8dlO damage
Alignment: Usually neutral minus AC (without Dex adjustment).
Advancement Range: 18-24 HD Spells: Stick giants know and cast spells as an

Description
11th-level druid, with restrictions appropriate to the
alignment of the giant.
No one has yet been able to Splintering (Ex): When a stick giant hits a foe
ascertain whether the so-called stick with its fists, slivers of its wooden body break off
giants are enormous animated and become wedged in the victim's body. For every
ambulatory trees, or whether they round that victim remains active (i.e., doing anything
are a race of giants with a marked other than sitting still), he sustains 1d6 damage. Splin-
similarity to the forests in which they ters can be removed with an action and a
dwell. Stick giants as tall as 80 feet are successful Strength roll (DC equal to the
not uncommon, and these make for damage of the blow that dealt the splinter
quite an unusual sight considering 12 to 30). Splinters are cumulative,
their near rail-thinness. "Rail" is a so a single victim could have a dozen
good word to describe them in any or more splinters, each inflicting
event, for they appear to be 1d6 damage every round.
composed of rough-hewn and splin-
tering wood. Vulnerability (fire): Stick
They are primarily encountered only in the giants sustain double damage
oldest of forests where the trees can perhaps be from fire attacks if they fail
as tall as they themselves. They are difficult to their saving throws, or against
spot amidst such camouflage, but they are fire damage that warrants no
much sought after for a host of reasons, saving throw.
including their wisdom, magic, treasure, but
perhaps most of all for their bodies,
portions of which can serve as ingredients
for a myriad of enchantments.
Whatever their alignment, stick
giants are largely reclusive.
However, the good ones go out of
the way to make themselves
available to like-minded
woodland creatures, while evil
ones seek to harm any who pass
near their homes.

192
CREATuRE COLLECTION

Storm Kin
Medium-size Elemental Finding and defeating a storm kin when they
Hit Dice: 10d8+40 (85 hp) work in concert is a daunting if not impossible task,
Initiative: +1 (+1 Dex) but if brave adventurers will not or cannot stop them,
Speed: 60 ft., fly 60 ft., swim 60 ft. entire civilizations might be snuffed out by these
AC: 14 (+1 Dex, +3 natural) zealous forces of nature.
Attacks: Fists +15 melee
Damage: Fists 2d6+5 Combat
Face/Reach: 5 ft. by 5 ft./5 ft. If its foes have not been burned or blasted to
Special Attacks: Elemental eruption death by whatever cataclysm the elemental resides
Special Qualities: Damage reduction 8/+2, immunities, in, a storm kin will focus all the elemental might it
locate element can summon against them. If the disaster is large
Saves: Fort +11, Ref +4, Will +9 enough, the storm kin may stay hidden and direct the
Abilities: Str 20, Dex 12, Con 19, storm or conflagration from afar, letting it consume
Int 13, Wis 19, Cha 14 the hapless victims without making the elemental
Skills: Hide +8, Knowledge (nature) +15
itself vulnerable.
Feats: Iron Will
Climate/Terrain: Cataclysms, natural disasters and any Elemental Eruption (Su): Storm kin command
large assembly of zealous elementals wild eruptions of elemental force that they can use as
Organization: Solitary, packs (2-8, depending on size weapons if provoked. Outside of their particular
of disaster) cataclysm, storm kin can turn small manifestations of
Challenge Rating: 7 elemental phenomena into enormous ones. Light rain
Treasure: Standard becomes a monsoon or a terrible hail storm, and
Alignment: Always chaotic neutral cook fires flare into infernos. Targets of these attacks
Advancement Range: 11-15 (Large), 20-25 HD (Huge) take 2d6 points of damage per round of exposure.
While inhabiting its particular disaster, on the
Description other hand, the storm kin can inflict devastating
Storm kin are the spirits of nature commonly amounts of damage winds lift its victims off the
associated with natural disasters such as hurricanes, ground and blow them into cliffs, storm surges
volcanic eruptions, tsunamis and earthquakes. Before smack victims flat and suck them down into the
her defeat, the titan Lethene unleashed the elemental depths in an overwhelming undertow, and lava wells
forces of chaos on the upstart gods in the form of the up from the ground itself to burn victims alive.
storm kin. The Untamed One thought of living Targets of these catastrophic attacks take 10d6
storms and storm kin as her elemental shock troops, damage per round as they are engulfed by nature's
and more than one god fell before the combined most destructive energies. A successful Reflex save
onslaught of volcanic infernos, shrieking tornadoes (DC 17) halves this damage. Should the storm kin
and enormous maelstroms. Though the largest of leave the area of its eruption, the effects
these spirits were, in large part, snuffed out in the subside in 2d4 rounds.
Titanswar, storm kin are still found inciting Immunities (Ex): Storm kin
volcanoes to erupt and rivers to flood, dwelling in are immune to all elemental
the pellucid eyes of storms or in the smoke-choked effects, including lightning, fire
hearts of infernos. Legend says that any who face and cold. They are also immune
and defeat one of the storm kin at the heart of the to poison, polymorph, drowning
cataclysm it inhabits can dispel the elemental and paralysis.
phenomenon itself. Many have tried, and Locate Element (Ex): A
many are the charred and battered bodies Storm kin is able to sense any
of those heroes who believed they manifestation of elemental
could best a volcano, a tornado energy, like high winds, a river
or a tidal wave. or a campfire within 500 feet of
Storm kin will sometimes itself.
coalesce into packs to bring
about truly magnificent
displays of elemental fury; a
group of four or more storm
kin can easily consume a
large forest with fire or raze
a coastal city with a
combination of tsunamis
and hurricane winds.

193
CREATuRE COLLECTION

Strife Elemental
Medium-size Elemental
Hit Dice: 4d8+4 (22 hp) Initiative: +1 (Dex)
Speed: 30 ft., fly 30 ft
AC: 18 (+1 Dex, +3 studded leather, +1
small shield, +3 natural)
Attacks: Longsword +4 melee
Damage: Longsword 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Cause strife
Special Qualities: Damage reduction 10/+1, impersonate
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 11, Dex 13, Con 13,
Int 10, Wis 10, Cha 10
Skills: None
Feats: None
Climate/Terrain: Cities or villages
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement Range: By character class

Description Combat
Strife elementals can be found wherever man If attacked, a strife elemental fights as per its
faces challenges, be it the heat of battle or the normal class (usually fighter or bard, at a level equal
ongoing struggles of daily survival in the Scarred to its hit dice), relying on the same skills as any
Lands. Using its power to take the guise of a soldier, commoner to defeat the challenge before it.
peasant or adventurer, an elemental generally tries to
be as close to the actual strife itself as possible Cause Strife (Ex): Generally, a strife
without dealing with it directly. In a town or village, elemental's mere presence is enough to cause
a strife elemental may be found working among the problems. Anyone within 30 feet of the elemental
peasants as a simple farmer, laboring daily under must pass a Will save (DC 12) to resist being
oppressive heat and struggling to grow crops in a compelled along a contentious, argumentative or
nearly infertile land. In times of war, the elemental violent course of action, whenever a situation
may take the guise of an archer or lieutenant, so that unfolds that might conceivably warrant such a
it may admire the event from afar without response. This effect is considered a type of mind-
succumbing to the hazards of war. It might also seek altering magic.
to join a group of adventurers during a quest. This power should be handled very subtly, and
Wherever a strife elemental goes, life becomes the GM may wish to make Will saves on players'
harsher, more contentious and violent for the people behalf and inform them of unexpected changes in
around it. In fact, should the strife elemental find an characters' emotional state. Examples of situations
area too comfortable and harmonious, it attempts to adventurers might face that would call upon the
incite arguments and even conflict. The peasants cause strife effect include parleying with potential
might revolt, the soldiers might ignore a retreat in opponents instead of fighting, haggling with a
order to keep fighting, or the adventurers find cause merchant over a price, sneaking past enemies instead
to argue over treasure. For this reason, the elemental of fighting, arguing as a result of pre-existing
has gained a reputation as a prankster at the least, divisions between party members, or splitting up
and a murderous beast at the worst. treasure.
These elementals seem to be created spontane- Impersonate (Su): Upon taking a new form, a
ously in areas of massive strife, and some Scarred strife elemental may choose its hit dice in skills at hit
Lands scholars believe that they were all formed dice level, and half its hit dice in applicable feats.
during the cataclysmic conflicts of the Divine War. For example, a 4 hit dice strife elemental
Strife elementals travel the land now, drawn to impersonating a homeless street performer may take
conflict like moths to a flame. They adopt guises that the skills Bluff, Hide, Perform and Tumble (each at
allow them to fit into a new situation, but each time +4) and the feats Dodge and Alertness. Each
they adopt a new persona, they lose most of their impersonation transformation takes about five min-
memories gained in former guises. utes, and it persists until the elemental decides to
move on to another guise.

194
CREATuRE COLLECTION

Swamp Gobbler
Small Monstrous Humanoid Enkili made it show the appropriate number, and the
Hit Dice: 6d8 (27 hp) halflings lost the game. To this day, the transformed
Initiative: +1 (Dex) halflings run pell-mell through the swamps, con-
Speed: 30 ft. stantly ravenous.
AC: 14 (+1 size, +1 Dex, +2 natural) Swamp gobblers are about four feet tall, and
Attacks: Bite +8 melee, 2 claws +3 melee; tail they are covered in thin, black fur (and usually mud).
bludgeon +8 melee Their pale yellow faces and yellow, glowing eyes are
Damage: Bite 2d4+1; claw 1d6+1; the only parts of the gobbler that can be seen clearly
tail bludgeon 3d8+1 at night. Their sharp claws allow them to climb trees
Special Attacks: None quickly or dig swiftly through mud. They have large,
Special Qualities: Camouflage, darkvision 40 ft., breathe thick but flat tails, not unlike a beaver's, which they
underwater
can use to deliver a tremendous blow or which they
Saves: Fort +2, Ref +6, Will -1
pound of the earth to communicate with one another
Abilities: Str 12, Dex 13, Con 11,
over a distance.
Int 7, Wis 5, Cha 4
Skills: Climb +7, Hide +4, Listen +8, Search
+9, Spot +4, Wilderness Lore +3
Combat
Feats: Alertness, Tracking Swamp gobblers are constantly hungry, and they
Climate/Terrain: Swamps aggressively attack anything that they believe may
Organization: Group (2-6), band (10-16) fill their bellies. Adventurers traveling through
Challenge Rating: 3 swamps inhabited by swamp gobblers are always at-
Treasure: Standard tacked. Swamp gobblers initially go for a party's
Alignment: Usually chaotic neutral rations. Should they steal or win such through com-
Advancement Range: 4-7 HD bat, they disappear back into the swamps only long
enough to consume the rations. Then they return for
Description mounts or familiars, followed by leather goods that
Swamp gobblers come from a clan of poor they the adventurers might be carrying. Eventually,
halflings that was tricked in a game with the god the swamp gobblers try to consume party members
Enkili, or so goes the story among those who scorn themselves.
and abuse halflings in the Scarred Lands (i.e., Swamp gobblers may drop from tree branches to
everyone). Many moons ago, a clan of halflings deliver a powerful initial tail-blow to their prey.
traveled across the face of Scam, looking for lush They literally fall from trees and vines (where they
green meadows to make their shire. Unfortunately, are camouflaged). Attacking from above is the only
they became lost in a vast swamp and they wandered situation in which this tail attack may used.
there for many months. Eventually, they ran out of Breathe Underwater (Ex): Swamp gobblers
food and began to starve. can breathe in the murky waters of swamps.
Enkili the Trickster came to the swamp and Camouflage (Ex): The fur of these creatures
became intrigued with the laughable little people. He and their filthy, dark coats allow them to blend in
made them an offer. If they would give up their perfectly with the surrounding environment.
dreams of finding a shire and agree to live in the Gobblers receive a +4 bonus to their Hide skill
swamp as his playmates, Enkili would see that they (already included above).
were fed. Although they were famished, the halflings
refused, for they could never live and be happy in a
swamp! So Enkili made the halflings another offer.
He produced a knucklebone die with 500 sides. The
clan's sheriff would roll the die, and if it produced
any number other than 392, Enkili would lead the
halflings to a place where they could be safe and
build a shire. But if the sheriff rolled 392, the
halflings would become Enkili's playmates in the
swamp forever.
The halflings were skeptical, believing the die
was loaded, but Enkili convinced them that it was
not. And it wasn't. What he didn't tell them was that
the die was magically attuned to the number of moles
on Enkili's backside, and that whenever he rolled his
die, it always rolled that number of moles, a feature
he could polymorph at will. When the die was cast,

195
CREATuRE COLLECTION

Tanil's Fox
Tiny Animal Description
Hit Dice: 1d8 (4 hp) Legend holds that Tanil, the goddess of the hunt,
Initiative: +12 (+8 Dex, +4 Improved Initiative) blessed a family of foxes with supernatural speed
Speed: 40 ft., run 200 ft. and guile. She then amused herself by hunting the
AC: 31 (+2 size, +8 Dex, +11 natural) descendants of this breed. Tanil's foxes are quick,
Attacks: Bite +1 melee clever and divinely lucky, some believe. Although
Damage: Bite 1d6-2 every hunter in the Scarred Lands has a tale of how
Face/Reach: 2.5 ft. by 2.5 ft./0 ft. he came "this close" to catching Tanil's fox, the rare
Special Attacks: None person who actually catches one does so only if he is
Special Qualities: Skill mastery among the finest hunters to have ever lived. At most,
Saves: Fort +0, Ref +12, Will +2 a hunter with an arrow or sling gets one shot at one
Abilities: Str 6, Dex 27, Con 10, of these foxes. One shot, to make his name legend.
Int 2, Wis 15, Cha 8
Skills: Climb +2, Escape Artist +4, Hide +12,
Jump +4, Listen +3, Move Silently +5,
Combat
Spot +3, Swim +1
War is not the divine function of Tanil's fox.
Feats: Endurance, Improved Initiative,
Though one might put up a struggle if cornered (a
Lightning Reflexes, Mobility, Run near-impossibility), such foxes are more likely to
Climate/Terrain: Temperate and warm woodlands flee at any sign of danger.
Organization: Solitary Skill Mastery (Ex): Tanil's foxes are considered
Challenge Rating: 5 masters at the Hide skill. As a result, such a fox may
Treasure: Standard take 10 when hiding, even in stress situations, just
Alignment: Always neutral like a high-level rogue.
Advancement Range: None

196
CREATuRE COLLECTION

Thunder Orb
Medium-size Construct Combat
Hit Dice: 5d12 (32 hp) Thunder orbs are bold and fearless in combat.
Initiative: +0 They take their task of guardianship very seriously,
Speed: 25 ft. flying and they drive away any who come too close. (They
AC: 20 (+10 natural) kill if the trespasser fights back.) If confronted with a
Attacks: Lightning +3 ranged; grand lightning +8 powerful foe capable of destroying them, the orb
ranged does not back down but attacks with abandon,
Damage: See below instead. If the orb is destroyed, the elemental spirit
Face/Reach: 5ft. by 5ft./5ft. within is freed of its prison to return to its plane of
Special Attacks: Grand lightning, lightning origin.
Special Qualities: Blindsight, construct, damage reduction
10/+1 Blindsight (Su): The orb has no sensory organs,
Saves: Fort +4, Ref +1, Will +1 but it locates objects and creatures within 90 feet
Abilities: Str 10, Dex 10, Con 10, with a complex form of magical sensitivity. This
Int 10, Wis 10, Cha 10 sensitivity makes the orb extremely difficult to fool,
Skills: None but it also means that a spellcaster who dispels the
Feats: None power successfully renders the orb blind for 2d4
Climate/Terrain: Any rounds.
Organization: Solitary, pair, sentinel group (3-5) Construct: Impervious to critical hits, subdual
Challenge Rating: 3 damage and death from massive damage trauma. Im-
Treasure: None mune to poisons, diseases, blinding, deafness,
Alignment: Usually lawful neutral drowning, electricity and spells and attacks that
Advancement Range: None affect respiration or living physiology. Cannot be
stunned. Not affected by attacks or spells of mind-
Description altering nature (enamoring or charming spells, for
Thunder orbs are magical constructs that guard example), or by spells based on healing/harming.
vaults, tombs or other such places. Created by an Fire and acid spells or attacks deal half normal
arcane spellcaster who summons an elemental spirit damage.
and imprisons it inside an enchanted basalt construct, Grand Lightning (Su): Once every 1d4 rounds,
thunder orbs are a unique construct powered by the the orb can unleash a bolt of lightning 45 feet long
intelligent mind of the elemental spirit housed and five feet wide, in lieu of its normal lightning
within. attack. Those caught within it take 8d6 points of
The orb's body is a sphere about four damage. A successful Reflex save (DC 19)
feet in diameter, sculpted from dark halves the damage.
stone. The surface is deeply
Lightning (Su): Once each
carved with arcane signs and
round, the orb can generate a
restraining circles, some of
small stroke of lightning that
which can be seen to glow,
inflicts 2d6 points of damage
lit from within by the el-
on one opponent within 30
emental imprisoned in
feet. A successful Reflex
the hollow core. The
save (DC 15) halves the
orbs are suspended
damage.
magically in the air,
floating two feet off the
ground and moving
about by a form of
levitation. They spark
with electricity whenever
they sense anyone near, and
they attack if the intruder is
not one of the few whom the
orb's creators have instructed to be
allowed safe passage.

197
CREATuRE COLLECTION

Tokal
Fine Aberration
Hit Dice: 1 hp
Initiative:
Speed:
AC: 18 (+8 size)
Attacks:
Damage:
Face/Reach:
Special Attacks: Infest, control
Special Qualities: Symbiotic link
Saves: Fort +1, Ref +1, Will +10
Abilities: Str 1, Dex 11, Con 11,
Int 14, Wis 14, Cha 8
Skills: None
Feats: None
Climate/Terrain: Jungle
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement Range: None

Description
Tokal are tiny parasitic creatures that thrive in
moist jungle regions. They infest a new host when an The tokal gets a Will save (DC 25) to resist any
established host bites a victim, implanting the tokal's attempts to "cure" it from the host's system. For each
eggs in the process. While tokal always die with their such save the tokal makes, the DC of the Will save is
host, tokal parasites often live long enough to infest a reduced by one as the tokal becomes immune.
new host with eggs before dying. Once infested, a Infest (Ex): The tokal has a chance of infesting
tokal host typically wastes away within a few months a new host with its eggs if that host is bitten by the
as the tokal consumes it from within to make new tokal's current host. If bitten, the prospective host
eggs. must make a Fortitude save (DC 20). Failure means a
Being sentient, the tokal wages a constant battle successful infestation. Tokal eggs require 2d20 days
with its host's mind for control of the body. Strong- to gestate before they can use their other abilities.
willed hosts have been known to control the tokal, Control (Ex): A mature tokal can vie for control
while lesser beasts do the bidding of this creature. of its host at any time if the tokal's Intelligence is
Tokal typically exist for one reason only: to reach greater than its host's. If the host's Intelligence is
gestation within their host and infest a new host with greater than the tokal's, the tokal must wait for a
their eggs. period of combat or other strenuous activity
Some tribal societies, deep in the jungles, have (physical exertion, arguments, intercourse) before
developed an immunity to the destructive effects of attempting to take control. When the tokal attempts
the tokal's infestation and live in a state of relative to assert itself, the host must make a Will save (DC
equilibrium with their parasites. How this works 15) to keep control. If successful, the tokal cannot try
remains a mystery. again for the next four rounds. If the agitated state is

Combat
controlled within that time (e.g., combat ends), the
tokal cannot try again until the next strenuous
While the tokal do not fight per se, a battle with activity. If the host fails the save, the tokal takes over
a tokal infestation does indeed occur. A mature tokal and attempts to infest a new host (through a bite).
wages a constant struggle with the mind of the host The current host can make a Will save (DC 18) every
to advance its breeding instinct. Often, the tokal round to regain control of his actions.
strikes in the heat of combat, while the host is slave Symbiotic Link (Ex): A tokal develops a
to his more savage impulses. symbiotic connection with the host, and at times, the
A host can survive an infestation for a number host is richer for it. A host with a mature tokal gains
of months equal to her Constitution before dying the following adjustments to his abilities: Str +1,
from the infestation. The parasite is treated as a Dex +2, Int -1, Wis -1, Cha -2, all saves +1, initiative
disease for the purposes of determining which spells +1. A host under a tokal's control is immune to
can affect and remove it. mind-influencing attacks and magic.

198
CREATuRE COLLECTION

Tokal Tribesman
Medium-size Humanoid Tokal Tribesmen Characters
Hit Dice: 2d8+4(13 hp) Tokal tribesmen are usually fighters or barbar-
Initiative: +4 (+3 Dex, +1 tokal parasite) ians. The tribe's holy man is typically a druid. Their
Speed: 30 ft. few rogues act as scouts. The tribe's rare arcane
AC: 16 (+3 armor, +3 Dex) spellcasters are invariably sorcerers.
Attacks: Bite +5 melee; club +5 melee
Damage: Bite 1d6+3; club 1d6+3 Combat
Face/Reach: 5 ft. by 5 ft./5 ft. Tokal tribesmen are savage fighters who wield
Special Attacks: Infest simple weapons clubs, spears and anything they
Special Qualities: None may have acquired during a war party. They learn
Saves: Fort +5, Ref +6, Will -1 and adapt quickly, perhaps a side benefit of sharing
Abilities: Str 16, Dex 17, Con 14, their bodies with an intelligent parasite. When the
Int 9, Wis 9, Cha 7 tokal tribesmen outnumber their foes, they surround
Skills: Listen +2, Spot +2 them as a pack of dogs would and wear them down
Feats: Alertness through attrition. When the tribesmen themselves are
Climate/Terrain: Jungle/woodlands
outnumbered, they seek to bring as many foes down
Organization: Hunting Party (3-6), Village (15-45)
with them as possible and infest them.
Challenge Rating: 1/2
Treasure: Standard Infest (Ex): These tribesmen are all hosts for the
Alignment: Usually neutral tokal parasites. As such, one bite stands a good
Advancement Range: By character class chance of passing the tokal parasite on to a victim. If
bitten, the prospective host must make a Fortitude
Description save (DC 20); failure indicates a successful
Dwelling deep in the jungles and dense woods infestation. Tokal eggs require 2d20 days to gestate
of the Scarred Lands, these tribesmen are living, before they can use their other abilities.
breathing breeding grounds for the parasites known
as tokal. They have developed an immunity to the
parasites that infest them, and they are not consumed
from within by the growth of the tokal.
Their motives seem simple enough: hunt for
food, shelter themselves, protect themselves from
predators and find new hosts for the tokal whenever
possible.
It is the presence of the tokal parasite that
makes these otherwise primitive humanoids
truly dangerous. The tribesmen and the tokal
parasites often think as one, and the
tribesmen gather into raiding parties three
or four times a year to seek out
neighboring tribes and infest them with
the para-sites. Fortunately for
civilization as a whole, the newly
infested tribes do not share the tokal
tribesmen's natural symbiosis with
the parasites and are thus
consumed by the tokal within a
few months. Meanwhile, the
tokal tribesmen continue to
breed, slowly increasing their
numbers.

199
CREATuRE COLLECTION

Trogodon
Large (Long) Monstrous Humanoid A trogodon has the lower body of a crocodile
Hit Dice: 5d8+15 (37 hp) and the torso of a man. Its head is reptilian, with
Initiative: +1 (Dex) razor-sharp teeth and wide-spaced eyes. The
Speed: 40 ft, swim 40 ft trogodon's hide is rough and patterned in green and
AC: 14 (-1 size, +1 Dex, +4 natural) black. A row of bony plates extends from the
Attacks: Bite +6 melee, 2 claws +1 melee; tail trogodon's head to its tail, which itself ends in a
slap +6 melee; and trident +1 melee vicious bladed point.
Damage: Bite 1d8+2; claws 1d6+1; tail slap An intelligent trogodon emerges infrequently.
1d8+2; trident 1d8+1 Such a creature makes a formidable foe, able to add
Face/Reach: 5 ft. by 10 ft./5 ft. reasoning and cunning to its physical power and
Special Attacks: Tail strike durability. These greater trogodons have been known
Special Qualities: Darkvision, regeneration to lead their lesser cousins in raids against nearby
Saves: Fort +7, Ref +2, Will +0 civilization, even recruiting normal crocodiles in
Abilities: Str 15, Dex 13, Con 16, attacks. Asaatthi lend their martial expertise to
Int 4, Wis 9, Cha 3 develop simple tactics for trogodons on these raids.
Skills: Listen +6, Spot +9, Swim +18 The asaatthi seldom take part themselves, however,
Feats: Cleave, Improved Bull Rush, since trogodons don't take direction well in the thick
Spirited Charge
of battle.
Climate/Terrain: Temperate and warm swamps
Organization:
Challenge Rating:
Solitary, pair or swarm (3-7)
3
Combat
Treasure: Standard Powerful and brutish, a trogodon knows little of
Alignment: Always chaotic evil things like tactics. It has a degree of cunning, though,
Advancement Range: 4-8 HD (Large); 9-12 HD (Huge) hiding in the water to leap on unsuspecting prey.
Beyond that, it comes down to a simple matter of
Description striking hard and fast. If a trogodon suffers a signifi-
The trogodon is a bizarre combination of reptile cant amount of damage early on in a fight, it flees to
and man that infests the Swamps of Kan Thet. Stupid safety. Otherwise, blood lust overwhelms it, and the
and savage, this creature does little more than swim trogodon battles to the death.
in the dank waters, hunt for food and attack anything Regeneration (Ex): Part of what makes a
that disturbs it. The ancient race of asaatthi are trogodon so tough is its ability to heal damage. The
known to use trogodons to guard the marshes around monster regains 2 hp each round, but it cannot
their few remaining cities. regenerate electrical damage.
Tail Strike (Ex): The trogodon can make an
additional attack each round with its tail at no
penalty.

200
CREATuRE COLLECTION

Ubantu Tribesman
Small Humanoid The people are
Hit Dice: 1d8 (4 hp) polite if abrupt with
Initiative: +1 (Dex) guests who choose to
Speed: 30 ft. stay with them, as
AC: 15 (+1 size, +1 Dex, +3 hide armor) long as those
Attacks: Hammer +2 melee; knife +2 melee; sling outlanders don't
+3 ranged; javelin +3 ranged upset Ubantu
Damage: Hammer 1d4; knife 1d4; sling 1d4; society
javelin 1d6 overmuch.
Face/Reach: 5 ft. by 5 ft./5 ft. Disruptive
Special Attacks: Poison guests are
Special Qualities: None escorted deep
Saves: Fort +0, Ref +3, Will +0 into the deserts
Abilities: Str 10, Dex 13, Con 11, and left to fend
Int 10, Wis 11, Cha 8 for themselves. If
Skills: Craft +2, Handle Animal +2, Intuit they survive, it's
Direction +3, Listen +2, Ride +2,
Search +3, Spot +3, Wilderness
because Hedrada
(Desert) Lore +2 wills it, and the
Feats: Endurance, Mounted Combat, Point Ubantu must tolerate
Blank Shot, Precise Shot, Ride-By the person.
Attack, Run, Track Like any
Climate/Terrain: Desert intelligent, civilized
Organization: Hunting party (1-3), band (4-20, with one people, however,
3rd-level pathfinder), community (21- the Ubantu war
100, with one 7th-level leader, two 5th- among themselves
level priests and five 3rd-level over living space,
pathfinders) resources and
Challenge Rating: 1/4 feuds. Indeed,
Treasure: Standard many resent those
Alignment: Usually lawful neutral of their race who
Advancement Range: By character class
forsook Hedrada for Madriel to construct the city-state
Description Hetanu on the Ba Delta. Ubantu defend their homes
against any overt threat with vicious, unbridled cruelty.
By their reckoning, the Ubantu are the only truly All Ubantu speak their own language. Some who
intelligent creatures that reside in the Desert of Onn. have conducted trade with outsiders know a broken
They believe that Hedrada set them aside to keep Common.
them safe from the ravages of the mad Dame of
Storms, the Titan Lethene. They claim that the Ubantu Characters
desert's colossal, ancient tortoises arose from The Ubantu people are natural warriors (particularly
Hedrada's footsteps when the god scratched out the of the barbarian class), although they make effective
desert for the Ubantu. The desert's other predators rogues given their size and agility. Sorcerers and wizards
reputedly exist to protect these people from outsiders are rare among them, but priests are venerated as the eyes,
and to punish the weak and sinful among them. ears, hands and mouths of Hedrada (whom their culture
Their beliefs aside, the Ubantu are devoted to depicts as a giant bird). Priests focus on the Sun, Law and
maintaining a civilization even in the trackless waste Earth domains.
in which they live. They construct sprawling tent-
cities of bone and ratroo skin beneath the empty and Combat
sun-flaked shells of dead tortoises. Ubantu commonly use knives made from the teeth of
Given the desert's harsh conditions, their lives sand borrowers, bone adl adls with poison-tipped spears,
are otherwise devoted to survival. They herd ratroos ratroo-hide slings and hand-crafted hammers. They hunt in
for food (although remotely from their homesteads). parties and fight in bands. When they attack in war or
They distill water to drink and poisons to coat defense, they swarm their enemies in as great a number as
hunting weapons, both from the desert's many cacti. possible.
They are even willing to lead visitors into the heart Poison (Ex): The poison the Ubantu use to coat
of the Desert of Onn or to one of the few treacherous weapons inflicts an extra 1d6 damage to those who are hit,
mountain passes that allows travelers egress to the unless the victim passes a Fort saving throw (DC 13). The
Blood Sea (although the Ubantu themselves have no Ubantu themselves are immune to this substance , having
desire to pass into the "unclean" lands beyond). developed an immunity over generations.

201
CREATuRE COLLECTION

Undead Ooze
Huge Ooze HD of the undead ooze (one small per two HD, and
Hit Dice: 6d12 (39 hp) one large per four HD).
Initiative: -2 (Dex) Cold (Ex): Any victim engulfed by the ooze
Speed: 25 ft., climb 25 ft. suffers 1d8 cold damage per round.
AC: 6 (-2 size, -2 Dex)
Attacks: Crush +4 melee
Skeletons (Su): If confronted with multiple
Damage: Crush 2d8
enemies, the ooze expels 1d6 skeletons from its
Face/Reach: 10 ft. by 10 ft/ 10ft. mass. These skeletons conform to the stats of
Special Attacks: Cold, engulf, skeletons standard, medium-size skeletons and attack any
Special Qualities: Blindsight, creeping, ooze, undead living thing in the area. If no living things remain in
Saves: Fort +8, Ref -2, Will +6 the vicinity of the ooze, the skeletons collapse into
Abilities: Str 10, Dex 7, Con , piles of bones and await the ooze to pour over them
lnt 8, Wis 14, Chr 1 and re-absorb them.
Skills: None Blindsight (Ex): The ooze is blind, but it can
Feats: None sense objects by degrees of heat and cold, and can
Climate/Terrain: Any land or underground sense and track any living being within 60 feet.
Organization: Solitary Creeping (Ex): The ooze can climb any vertical
Challenge Rating: 4 surface and can hang from the underside of any
Treasure: None horizontal surface as long as a third of its mass
Alignment: Always chaotic evil touches a vertical surface. It can pass through
Advancement Range: 6-9 HD (huge) openings as small as a human head.
Description Undead: As an undead, this creature is immune
to poison, sleep, paralysis, stunning and disease. It is
The undead ooze is created when an ooze of any
not subject to critical hits, subdual damage, ability
other sort violates the grave of a restless and evil
damage, energy drain or death from massive damage.
soul. The malevolent spirit, still tied to the rotting
flesh consumed by the ooze, enters the ooze as well. Ooze: The ooze is not affected by attacks or
This is the last meal the ooze takes as a living spells that involve poison, sleep, paralysis,
creature; it is changed into a thing of undeath and polymorph or stunning, or that influence the mind. It
filled with a hatred of the living, and a cunning has no physiological weak points and is therefore
intelligence. immune to critical hits.
Once the transformation is complete, the ooze's
former breed is undeterminable. It becomes a huge,
viscous, black mass from which the bones of its
victims' corpses occasionally protrude. Hereafter it
stalks the living, preferring intelligent prey who are
the most terrified of it.

Combat
The undead ooze always tries to approach its
victim from behind. If the target is unarmed and
likely to be easy prey, the ooze takes a moment to
reveal its presence and revel in the victim's terror
before making the kill. Otherwise, it tries to strike
from surprise.
Engulf (Ex): Any opponent who has been hit by
a successful crush attack may be engulfed in the next
round. The victim can make an attack of opportunity
against the ooze as it seeks to engulf. If the victim
does not attack, it may instead make a Reflex save
(DC 18) to avoid being engulfed.
Engulfed victims are subject to cold damage
each round and are considered to be grappled and
trapped within the body of the ooze. The ooze is free
to make other crush attacks in subsequent rounds, but
can only engulf one medium-size victim per three

202
CREATuRE COLLECTION

Unhallowed, The
Sometimes, perhaps once in a hundred years, a These creatures often worm their way into the
child is born bearing signs that he or she is beloved ruling families of a land, spreading their corruption
of the gods. She may be stronger, smarter, swifter or like a cancer until the entire kingdom is plunged into
more beautiful than any other child. Above all, she is years of horror and despair.
gifted with abundant blessings and is clearly destined The Unhallowed cannot be destroyed by sword
for greatness in the fullness of time. These souls go or spell alone; their crimes must be exposed before
on to become mighty warriors, legendary paramours, the gods and their unholy will broken before their
silver-tongued thieves or righteous holy men, meant protection can be stripped away and justice served.
to share their talents with those in need. It is a funda- The first step in laying one of these creatures to rest
mental truth of the universe that the gods expect is to learn its true name and the terrible act
much of those to whom they give the greatest gifts. committed that set its feet on the path of evil. This
Sometimes that trust is betrayed. With a single discovery alone can be the object of a major quest, as
act, these blessed individuals turn their backs on their these spirits frequently roam from place to place, far
sacred pacts with the gods and heed the call of self- from the lands of their birth, and many are centuries
interest and evil. or millennia old, their exploits now only fragments
People are fallible, and power can corrupt. Not of forgotten lore. If and when this knowledge is
everyone is up to the challenges of a disciplined and uncovered, the creature must be confronted in a holy
compassionate life, and they give in to their base place, its name and crime spoken aloud to call the
natures. Usually, once these heroes lose their way attention of the gods. Once this is done, the being
and use their mighty skills to indulge their dark may be fought and destroyed, but even then the
sides, there is no turning back. Such a violation of battle is certain to be bloody and grim.
sacred trust earns them the eternal enmity of the Stories and accusations abound regarding the
gods. When these fallen souls reach the end of their Unhallowed among the ranks of the living in the
lives, nothing but an eternity of torment awaits them. Scarred Lands. Perhaps the most persuasive case is
Along with all the gods' wonderful gifts can made for Tankaras the Tortured, the present leader of
comes an equally powerful ego, and many corrupted the pirates of Bloodport. An often-told rumor relates
heroes do not go so easily into the afterlife. They that King Virduk himself is an Unhallowed, or in the
linger in the world of the living by sheer black will. very least his young wife Queen Geleeda is one. And
The more their bodies rot, the more they cling to there are always accusations among the clerics of
their physical existence, knowing that everything Vesh that one or the other of them has stolen from
they feel is just a pale shadow of the punishments the true path of Corean.
that await them.
These tormented spirits, called the Unhallowed
because of their abandonment by the gods, are very
powerful undead creatures whose influence can bring
ruin not just to individuals, but to entire kingdoms.

203
CREATuRE COLLECTION

Unhallowed:
Faithless Knight, The
Medium-size Undead (Unhallowed)
Hit Dice: 10d12+40 (105 hp)
Initiative: +10 (+4 Dex, +4 Improved Initiative,
+2 natural)
Speed: 60 ft.
AC: 31 (+4 Dex, +13 magical full plate
armor, +4 natural)
Attacks: Bastard sword +15 melee
Damage: Bastard sword 1d10+6
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Cursed sword
Special Qualities: Invulnerable, frightful presence, undead
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 18, Dex 18, Con 18,
Int 19, Wis 12, Cha 18
Skills: Diplomacy +25, Innuendo +20,
Intimidate +24, Listen +24, Ride +30,
Spot +24
Feats: Alertness, Ambidexterity, Armor
Proficiency (heavy), Blind Fighting,
Cleave, Combat Reflexes, Great
Cleave, Improved Critical, Improved
Initiative, Iron Will, Power Attack, Ride-
by Attack, Spirited Charge, Trample,
Weapon Focus (bastard sword), Combat
Weapon Specialization (bastard sword) With its fearsome powers and terrible weapons, the
Climate/Terrain: Any faithless knight is a veritable engine of destruction, scyth-
Organization: Solitary ing through ranks of warriors like so much ripe wheat.
Challenge Rating: 8 Most importantly, these warriors are utterly ruthless and
Treasure: Standard dishonorable, thinking nothing of murdering an unarmed
Alignment: Always lawful evil or helpless foe or using a hostage as a shield.
Advancement Range: 10-16 HD (Medium-size) Invulnerable (Ex): Until confronted by its crimes on
Description holy ground, a faithless knight cannot be slain. If the knight
is reduced to 0 hit points in battle, it and any companions
The faithless knight was once a bold and noble (horses or hounds) simply vanish before attackers' eyes,
warrior who, in a moment of rashness or passion, commit- only to return to the mortal plane the following night.
ted an act of terrible cowardice or dishonor so great that it
Frightful Presence (Su): The faithless knight exudes
violated everything for which his patron deity stood. Now
an aura of terror so intense that any individuals (with 10 or
the craven fiend travels the world spreading terror and
fewer HD) within 60 feet must make a Will save (DC 20).
pain, drowning innocent kingdoms in blood and leading
Targets with 6 or fewer hit dice that fail their saves are
many young knights to their doom.
panicked for 1d4 turns, suffering a -2 modifier on saves
The faithless knight appears as a hideous, near-skel-
and fleeing the knight. Targets with 7 to 10 hit dice are
etal corpse, its skin gleaming an unholy greenish-white. It
shaken for 1d4 turns, suffering a -1 modifier on saves.
wears enchanted plate armor and clothes that were once of
the finest quality, now rotted and scarred by years of Cursed Sword (Ex): The faithless night wields an
pitiless campaigning. Most times, the knight also rides a enchanted bastard sword woven with unholy spells. If the
terrible black warhorse, caparisoned in matching armor, or, sword hits an opponent, the victim must immediately
in much rarer cases, has a bloodmare as its steed. make a Fortitude save (DC 17). If she fails the roll, she
Occasionally, a particularly mighty knight may also have a takes damage from the sword and suffers one of the
pack of hellhounds or even blight wolves circling his heels. following effects, determined by rolling 1d6: 1-3, take 1
These dark warriors plague the living in many ways, point of Strength, Dexterity or Constitution (respectively
some leading huge war bands of evil creatures on crusades on the 1 -3 die result) ability drain; 4-6, energy drain
of conquest, while others operate alone, bringing whole (victim gains 1d3 negative levels).
kingdoms to ruin by corrupting their knights or slaughter- Undead: The faithless knight is immune to poison,
ing the rest on the battlefield. sleep, paralysis, stunning and disease. It's not subject to
critical hits, subdual damage, ability damage, energy drain
or death from massive damage.

204
CREATuRE COLLECTION

Unhallowed:
False Lover, The
Medium-size Undead (Unhallowed) Combat
Hit Dice: 10d12+40 (105 hp) The false lover does not fight; he has innocent victims
Initiative: +2 (Dex) ready to hurl themselves in the path of any attacker, willing
Speed: 60 ft. to fight to the death to uphold the reputation of their
AC: 18 (+2 Dex, +6 natural) paramour. At any given time, this creature has 2-10
Attacks: None paramours and escorts accompanying him wherever he
Damage: None goes, who gladly sacrifice their lives to buy time for the
Face/Reach: 5 ft. by 5 ft./5 ft. creature to escape.
Special Attacks: None
Invulnerable (Ex): Until confronted by their crimes on
Special Qualities: Invulnerable, pleasing illusion, unearthly
holy ground, the Unhallowed cannot be slain. If they are
glamour, undead
Saves: Fort +7, Ref +5, Will +13
reduced to 0 hit points during a battle, they simply vanish
Abilities: Str 15, Dex 15, Con 18,
before attackers' eyes, only to return to the mortal plane the
Int 18, Wis 18, Cha 21
following night.
Skills: Bluff +13, Diplomacy +13, Gather Pleasing Illusion (Su): The false lover is capable of
Information +11, Innuendo +12, Listen concealing his undead features with clever illusions, al-
+9, Sense Motive +13, Spot +9 lowing him to change appearance at will. For this reason,
Feats: Iron Will, Leadership these creatures have an effective Charisma of 21 when
Climate/Terrain: Any determining reaction rolls, followers, etc. Victims may see
Organization: Solitary through the illusion only with a successful Will save (DC
Challenge Rating: 7 19) and only if they know to look for it specifically.
Treasure: Double standard
Unearthly Glamour
Alignment: Always lawful evil
(Su): Such is the power of
Advancement Range: 10-12 HD (Medium-size)
the false lover's glamour that
Description even the hardest hearts can
be seduced into his service.
The false lover was once the paragon of charm The false lover can pick a
and beauty, who effortlessly won the hearts and souls single target in a
of any who looked upon him. He inspired heroes and combat round and
heroines to great deeds, gave birth to new forms of subject the victim
art and literature and transformed the cultures of to the full force
entire kingdoms with his wit and grace. Ultimately, of his charms.
however, he betrayed those dreams, crushing the The target must
spirits of those who loved him, sometimes simply immediately
because he could. He left a trail of broken lives in his make a Will
wake, exulting in raw sensuality and power. As the save (DC 20) or
years passed and his looks began to wane, he lapsed fall under the false
into bitterness, spitefully using his powers to lover's sway. The
manipulate those around him and leech every last victim is under the
drop of happiness from their lives. creature's direct control so
The false lover hides his true nature behind long as they remain within
powerful illusions that maintain the semblance of the sight of each another. Once
radiant person he once was. He can still seduce the the two are separated the
strongest of hearts, filling them with love one mo- control ebbs, but the victim is
ment and jealousy the next. These creatures delight never quite the same again,
in destroying relationships and turning powerful fig- and if the creature uses its
ures against one another, oftentimes setting entire glamour on the person again
families at one another's throats and embroiling the the victim's DC is increased to
land in bitter feuds and civil wars. 28.
The false lover presents a face of unearthly
beauty and grace, charming even the most callous Undead: The false lover
hearts with his glamour. He surrounds himself with is immune to poison, sleep,
rich and exotic clothes and gifts, the better to accen- paralysis, stunning and
tuate his image. disease. It's not subject to
critical hits, subdual dam-
age, ability damage,
energy drain or death from massive damage.

205
CREATuRE COLLECTION

Unhallowed:
Forsaken Priest, The
Medium-size Undead (Unhallowed)
Hit Dice: 10d12+40 (105 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 60 ft.
AC: 21 (+3 Dex, +8 magical leather armor)
Attacks: Mace +12
Damage: Mace 1d8+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: None
Special Qualities: Invulnerable, unholy arts, sweet-
sounding lies, pleasing illusion, undead
Saves: Fort +7, Ref +6, Will +14
Abilities: Str 14, Dex 16, Con 18,
Int 19, Wis 20, Cha 20
Skills: Alchemy +10, Concentration +13,
Diplomacy +13, Gather Information +13,
Innuendo +12, Intimidate +13, Listen
+10, Spellcraft +12, Spot +10, Use
Magic Device +12
Feats: Alertness, Combat Casting, Empower
Spell, Enlarge Spell, Extend Spell,
Improved Initiative, Iron Will,
Leadership, Maximize Spell, Quicken
Spell Combat
Climate/Terrain: Any The faithless priest surrounds himself with
Organization: Solitary fanatical acolytes and supporters who defend his
Challenge Rating: 8 person with their lives. If an opponent is willing to
Treasure: Standard cut her way through a barricade of innocent people,
Alignment: Always lawful evil she must still contend with the cleric's fearsome
Advancement Range: 10-16 HD (Medium-size) array of spells and frightful powers of summoning.

Description Invulnerable (Ex): Until confronted by their


crimes on holy ground, the Unhallowed cannot be
There is no greater crime in the eyes of the gods slain. If they are reduced to 0 hit points during a
than when one of their holy men forsakes his vows battle, they simply vanish before attackers' eyes, only
of obedience and uses his influence to lead innocent to return to the mortal plane the following night.
members of the faith down paths of corruption and
Unholy Arts (Sp): The forsaken priest can cast
iniquity. The forsaken priest is a creature who be-
spells of the Evil domain as a 10lth-level cleric.
trayed the highest offices of his patron deity and,
since that time, has been a force of malevolence and Sweet-sounding Lies (Su): The forsaken priest
temptation to any soul caught in his clutches. spreads his corruption by seducing noble souls with
Like many of the Unhallowed, the forsaken blasphemous advice that nevertheless sounds sweet
priest can cloak his true nature behind pleasant- on the priest's tongue. The priest may whisper a
seeming illusions, worming his way into the trust of suggestion, no matter how vile, into a person's ear,
rulers and true holy men, then slowly subverting and the victim follows it unless he makes a
them to the cause of evil. He drives those in power to successful Will save (DC 24).
abuse their followers and to perform acts of brutality Pleasing Illusion (Su): The forsaken priest is capable
and greed, sowing the seeds of war, rapine and of concealing his undead features with clever illusions,
famine everywhere he goes. allowing him to change appearance at will. For this reason,
These creatures appear to the uninitiated as these creatures have an effective Charisma of 20 when
grand, dignified men and women whose wisdom is determining reaction rolls, followers, etc. Victims may see
vast and beyond reproach. They are always eager to through the illusion only with a successful Will save (DC
lend an ear and offer advice, filling their victims' 19) and only if they know to look for it specifically.
minds with honeyed words that turn to poison in the Undead: The forsaken priest is immune to mind-
fullness of time. influencing effects, poison, sleep, paralysis, stunning and
disease. It's not subject to critical hits, subdual damage,
ability damage, energy drain or death from massive
damage.

206
CREATuRE COLLECTION

Unhallowed:
Treacherous Thief, The
Medium-size Undead (Unhallowed) Unfortunately, to one who is centuries dead,
Hit Dice: 10d12+40 (105 hp) wealth is nothing but a cruel joke. The thief now
Initiative: +10 (+6 Dex, +4 Improved Initiative) takes what pleasure it can by depriving others of
Speed: 60 ft., climb 60 ft. precious or holy artifacts or turns brother against
AC: 22 (+6 Dex, +6 magical padded armor) brother by stealing from one and placing the blame
Attacks: Short sword +10, dagger +10 on the other. Or worst of all, he earns the confidence
Damage: Short sword 1d6+2, dagger 1d4+2 of powerful nobles and corrupts them into a life of
Face/Reach: 5 ft. by 5 ft./5 ft. callous thievery as well.
Special Attacks: None The treacherous thief wears a pleasing face and
Special Qualities: Invulnerable, pleasing illusion, silent as rich attire, always dressing in the finest clothes to
the wind, undead beguile his unwitting victims.
Saves: Fort +11, Ref +10, Will +3
Abilities: Str 15, Dex 25, Con 18, Combat
Int 18, Wis 12, Cha 19 The treacherous thief is no fighter; if confronted,
Skills: Appraise +15, Balance +15, Bluff +18,
he flees or, better yet, uses gullible dupes to do the
Climb +15, Escape Artist +20, Forgery
+15, Innuendo +15, Listen +20, Open
fighting for him. Then, when his foes are distracted,
Lock +24, Pick Pocket +30, Spot +20 he fades into the background and delivers a devastat-
Feats: Alertness, Ambidexterity, Improved ing sneak attack in the confusion.
Initiative, Iron Will, Two-Weapon Invulnerable (Ex): Until confronted by
Fighting his crimes on holy ground, a treacherous
Climate/Terrain: Any thief cannot be slain. If he is reduced to 0 hit
Organization: Solitary points during a battle, he simply vanishes
Challenge Rating: 7 before the attackers' eyes, only to return to the
Treasure: Triple standard mortal plane the following night. Silent as the
Alignment: Always chaotic evil Wind (Su): The treacherous thief can blend
Advancement Range: 10-14 HD (Medium- into shadow and move so silently that
size) none can detect his approach. The
Description being is automatically successful when
Hide or Move Silently rolls are
The treacherous thief was cursed required.
by the gods for betraying those who
Pleasing Illusion (Su): The
trusted him, all for the sake of noth-
treacherous thief is capable of conceal-
ing more than petty greed. He used
ing his undead features with clever
his skills to steal from those who
illusions, allowing him to change ap-
had almost nothing to call their own,
pearances at will. These creatures
simply for the joy of taking what did not
therefore have an effective charisma of 19
belong to him. He murdered people for
when determining reaction rolls, fol-
nothing more than a handful of coins. And
lowers, etc. Victims may see through the
now, in death, there is no treasure in the
illusion only with a successful Will save
world great enough to buy his way out of
(DC 25) and only if they know to look
damnation.
for it specifically.
The treacherous thief can disguise his
hideous features with spells of illusion Undead: The treacherous thief is
that allow him to take different faces at immune to poison, sleep, paralysis,
will. His powers of stealth and sleight of hand stunning and disease. It's not subject to
permit him to slip inside the best-guarded vaults critical hits, subdual damage, ability
or the most secure sanctums, allowing him to damage, energy drain or death from
make away with whatever strikes his fancy. massive damage.

207
CREATuRE COLLECTION

Unholy Child
Tiny Undead
Hit Dice: 4d12 (26 hp)
Initiative: +0
Speed: Crawl 10 ft., fly 20 ft.
AC: 14 (+2 size, +2 natural)
Attacks: Bite +2 melee, claw +0 melee
Damage: Bite 1d3; claw 1d2
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Dread presence, frost touch, frost breath
Special Qualities: Non-corporeal, smile of innocence,
undead
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 3, Dex 9, Con ,
Int 9, Wis 14, Cha 8
Skills: Listen +2, Move Silently +1
Feats: None
Climate/Terrain: Any populated
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral evil
Advancement Range: 3-15 HD shaken and perform all actions at -1 to the roll for
Description 4d6 rounds.
Non-corporeal (Su): The unholy child can
These deceptive creatures are the spirits of
materialize or dematerialize (turn ethereal) as an
infants murdered or left to die by their parents. None
attack action. While ethereal, it cannot harm
know what happens after death to instill such rage in
creatures in the physical plane.
such a young heart, but there is no doubting the
sincerity of an unholy child's consuming hatred. Frost Touch (Ex): When materialized, the
Some unholy children merely seek revenge unholy child may lay its hand on an opponent as a
against their killers and move on, while others may touch attack, and the person suffers the effects of
haunt a family or house for generations. The spirit frostbite, taking 2d6 damage. The frost touch also
may be exorcised and bound, but many clerics takes effect if the child claws an opponent.
believe that what the spirit truly needs is to be given Frost Breath (Su): In addition to its physical at-
a proper name (many such infants die unnamed) and tacks, the unholy child may breath out a 10-foot cone
funeral rites. This folklore is a popular one, and often of supernaturally chilled air. Anyone caught in the
scoffed at by those who regularly deal with spirits. breath must pass a Fortitude saving throw (DC 14) or
The unholy child appears as an emaciated infant temporarily lose 1d4 points of Constitution. Those
still scarred by its means of death, and arrayed in a reduced to zero Constitution are killed. Lost
rotting swaddling blanket or whatever it was wearing Constitution is recovered at a rate of one point per 10
when it died. Normally the spirit floats at head height minutes of rest.
across the ground, its eyes piercing any observers Smile of Innocence (Su): This is the most
with an unnatural hatred so out of place in the image insidious weapon the unholy child has in its arsenal,
of an infant. The child's cooing and crying only add because it plays upon its target's compassion and
to the juxtaposed horror and innocence. pity. As a move action, the unholy child can stifle its
Combat dread presence and cloak itself in an illusion to
The unholy child prefers to use its beguiling appear as a normal baby. It cries like a normal baby,
ways to get close to its intended victims and then gurgles when picked up, and if its skin feels a little
strike. cold, the natural instinct is to hold it close to warm it.
This is usually when the creature sinks its teeth into
Dread Presence (Ex): The unholy child's very its would-be caretakers' neck, or reaches up tiny
presence can inspire dread and depression, though if hands to rip out his eyes. The unholy child reverts to
the child remains unseen, most victims do not under- its "normal" appearance once it attacks or uses any of
stand the reason for their mood change. When its special attacks.
materialized, the sight of a ghostly child with murder
in its eyes is enough to stop the bravest heart. Those Undead: The unholy child is immune to poison,
within 30 feet or eyesight of the creature must sleep, paralysis, stunning and disease. Its not subject
succeed at a Will save (DC 16) or have their resolve to critical hits, subdual damage, ability damage,
energy drain or death from massive damage.

208
CREATuRE COLLECTION

Valraven
Huge (Tall) Animal Description
Hit Dice: 8d8+16 (52 hp) In the final days of the Divine War, the gods
Initiative: +2 (+2 Dex) granted their greatest heroes the use of valravens
Speed: 10 ft., fly 100 ft. gigantic, reliable mounts from the realm of the gods
AC: 19 (-2 size, +2 Dex, +9 natural) themselves. Tales of the greatest battles of the Divine
Attacks: Beak +11 melee, 2 talons +6 melee War inevitably invoke the majestic image of thou-
Damage: Beak 2d4+5, talon 1d8+5 sands of the gods' heroes flying on the backs of their
Face/Reach: 15 ft. by 15 ft./10 ft. valravens to overwhelm the forces of the titans.
Special Attacks: None The gods grant such prizes rarely today, but
Special Qualities: Keen senses nests of young valravens still inhabit the Scarred
Saves: Fort +4, Ref +5, Will +6 Lands. Although the greatest birds of legend have
Abilities: Str 20, Dex 15, Con 14, returned home, their scattered offspring nest in
Int 10, Wis 10, Cha 12 mountains and hills. Divinely charged to honor
Skills: Listen +8, Speak Language (Common), glory, triumph and holy power, modern heroes can
Spot +8 sometimes tame members of this new generation to
Feats: Alertness serve as their mounts.
Climate/Terrain: Temperate and warm hills and
mountains Combat
Organization: Solitary, family (2-5) When ridden into combat, valravens prove to be
Challenge Rating: 4 adaptable fighters. They can maneuver to allow their
Treasure: Standard
riders good firing vantages while avoiding similar
Alignment: Usually neutral good
opportunities for enemies. They can attack other
Advancement Range: 7-15 HD (Huge)
aerial creatures with beak and talons. Valravens can
even swoop down on their enemies, grapple them,
carry them aloft then let gravity take care of the rest.
Keen Senses (Ex): Valravens can see eight
times as far as a normal human, and they have
effective Darkvision up to 400 feet.

209
CREATuRE COLLECTION

Vengaurak
Large Vermin
Hit Dice: 7d8+7 (38 hp)
Initiative: -1 (Dex)
Speed: 30 ft., burrowing 5 ft.
AC: 20 (-1 size, -1 Dex, +12 natural)
Attacks: Bite +12 melee, 4 claws +7 melee
Damage: Bite 2d6+6; claw 1d8 +2
Face/Reach: 5ft. by 5ft/10ft.
Special Attacks: Frenzied charge, seize
Special Qualities: Blindsight, immunities
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 22, Dex 8, Con 13,
Int 4, Wis 8, Chr 3
Skills: Climb +10, Escape Artist +6, Listen +6,
Spot +12, Wilderness Lore +3
Feats: Track
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement Range: 5-8 HD (Large); 9-11 HD (Huge)

Description
Vengaurak are horribly transformed creatures Frenzied Charge (Ex): A vengaurak can make
who have come under the influence of the titan a special charge attack. Charging 60 feet in a straight
Gaurak. These creatures, usually burrowing insects line, it can make a bite attack against any foes within
that are mutated by the titan's buried essence, tunnel five feet of the charge's path. A successful Reflex
up from the depths in search of anything edible. save (DC 20) halves the damage from the snapping
Rapidly growing to monstrous proportions and to- bites delivered during this charge. Additionally,
tally fearless, the vengaurak hunt anything in sight, anyone directly in the vengaurak's path during the
but have a special hunger for those favored by the charge is also subject to a bull rush attack which, if
gods who cast Gaurak down (i.e., races such as elves, successful, knocks the opponent away five feet
dwarves and humans). They relentlessly attack any laterally so the vengaurak may continue its charge.
being that tries to bar their way; Gaurak's hatred of The vengaurak does not attack with its claws during
being restrained forms much of the vengaurak's this charge attack.
warped instincts. Seize (Ex): If the vengaurak hits its opponent
with three or more of its claw attacks in the same
Combat round, the opponent is treated as a helpless defender
Though not particularly intelligent, vengaurak for the vengaurak's bite attack.
often have opportunity to ambush prey at the begin- Blindsight (Ex): Vengauraks, being tunneling
ning of a rampage. When moving into a new area, creatures, have developed the skills to hunt by hear-
they burrow tunnels, then sit and listen. Waiting ing and vibration. Likewise, their sense of taste is so
under the earth until its hunger spurs it on, the accute they may also use it to track prey, keeping
vermin have been known to errupt into city streets, them aware of creatures within 180 feet.
unerringly discovering and devouring any who Immunities (Ex): Poisons of any sort have no
choose to hide rather than flee. effect on the vengaurak. It is also immune to sleep,
Vengaurak are single-minded in combat they paralysis and visual illusions, as well as any illusion
do not see enemies, only things to be eaten. Their that does not include a taste component.
clawing attacks are intended to drag food to their
teeth, but still cause horrendous wounds. Once set on Skills: Vengaurak gain a +5 bonus when track-
a target, vengauraks never cease pursuit unless an- ing prey due to their keen sense of taste.
other tasty bit tries to bar their path.

210
CREATuRE COLLECTION

Vrail
Tiny Animal
Hit Dice: 2d8 (9 hp)
Initiative: +4 (Dex)
Speed: fly 60 ft., aerial dive 150 ft.
AC: 22 (+2 size, +4 Dex, +6 natural)
Attacks: Talon +8 melee
Damage: Talon 1d10-3 (diving) or 1d6-3
(grounded)
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort +0, Ref +7, Will +0
Abilities: Str 4, Dex 18, Con 10,
Int 2, Wis 10, Cha 10
Skills: Listen +3, Spot +12
Feats: Dodge, Weapon Finesse (Talons),
Flyby Attack
Climate/Terrain: Alpine and alpine highlands
Organization: Flock (5-8), bloodletting (21-32)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement Range: 1-4 HD (Tiny)

Description Combat
Vrail are communal raptors, and a serious threat
In the air, Vrail are incredibly difficult to hit.
in many alpine wilderness areas. Unlike most
They may be attacked in melee combat by their
raptors, which dive onto smaller prey and carry them
target only on the round that they swoop in. They
off in their talons, Vrail hunt as groups. They swoop
may be attacked with missile fire in that round or the
down in quick succession from different directions,
next, but afterward are generally too far away to be
each slashing the target with its razor sharp talons as
shot at. All vrail in a flock attack on the same round
it flashes past. After the target has bled to death, the
and then circle to survey the results. Vrail can make
vrail descend on the body as a flock and feed. Vrail
airborne attacks a maximum of once every three
are still dangerous on the ground; they attack targets
rounds. Vrail do not typically attack groups of more
with their knifelike talons to protect their kills. Vrail
than three individuals, but circle, waiting for one to
make their rookeries in high, rocky cliff faces, which
stray too far from the group.
are typically quite inaccessible. The harpies of the
Scarred Lands have been known to keep individual Flyby Attack: A Vrail can attack at any point
vrail as pets upon occasion. before, during or after its move if it is flying.

211
CREATuRE COLLECTION

Well Spirit
Medium-size Undead Combat
Hit Dice: 5d12 (32 hp) Well spirits seek to drown others, or else they
Initiative: +8 (+4 Dex, +4 Improved Initiative) hated the settlement enough in life to haunt its water
Speed: 40ft. swimming supply in death. The spirit waits in the well until
AC: 20 (+4 Dex, +6 natural) someone comes by to draw water. Then the spirit
Attacks: None manifests itself, rising up in a flood, as a knot of
Damage: None watery tentacles or as a vaguely human shape
Face/Reach: 5 ft. by 5ft./5 ft. suggested by the form of the water. Regardless, the
Special Attacks: Drown spirit envelops the victim and drags him down into
Special Qualities: Damage reduction, undead the well. The spirit bangs its victim around, knocking
Saves: Fort +1, Ref +5, Will +3 the air out of him and making him easier to drown.
Abilities: Str 16, Dex 19, Con ,
Damage Reduction (Ex): Well spirits have no
Int 9, Wis 9, Cha 0
material bodies. They animate the water they inhabit.
Skills: Listen +5, Spot +5
As such, well spirits can be harmed only by magical
Feats: Improved Initiative
weapons and attacks.
Climate/Terrain: Any, always in wells
Organization: Solitary Drown (Su): Once the well spirit has made a
Challenge Rating: 3 successful grappling attack on the victim, it drags
Treasure: Triple Standard him down into the well and holds him submerged
Alignment: Always neutral evil until he drowns. Each round, the victim must
Advancement Range: 3-10 MD (Medium-size), succeed at a Fortitude save (DC 20) or lose 1d12 hit
11-20 HD (Large) points as the spirit slams him into the walls of the
well and keeps him submerged. A character killed in
Description this fashion has drowned. When the well spirit
Unless a town lies on a river or lake, it probably drowns someone, it is restored to full hit points as it
gets its water from a well. How inconvenient then, claims its victim's life force for its own.
when the ghost of a being that drowned in that well Undead: Immune to poison, sleep, paralysis,
comes back to share the experience with others. Even stunning and disease. Not subject to critical hits,
the poorest of towns finds the wherewithal to hire a subdual damage, ability damage, energy drain or
magically inclined mercenary or two to cleanse its death from massive damage.
water supply of such an unholy presence. If one
looks past the skeletons, the accumulation of loot at
the bottom of some such wells can be incentive
enough to take on the challenge.

212
CREATuRE COLLECTION

Were-Vulture
Medium-size Magical Beast (Lycanthrope)
Hit Dice: 4d10+4 (30 hp)
Initiative: +6 (+4 Dex, +2 natural)
Speed: 30 ft., Fly 30 ft
AC: 17 (+4 Dex, +3 natural)
Attacks: Beak +8 melee, 2 claws +3 melee
Damage: Beak 1d12+3; claw 1d8
Face/Reach: 5 ft. by 5 ft/10 ft.
Special Attacks: None
Special Qualities: Lycanthrope, damage reduction 12/+1
or silver
Saves: Fort +5, Ref +5, Will -1
Abilities: Str 16, Dex 18, Con 12,
Int 7, Wis 7, Cha 2
Skills: Listen +4, Spot +7
Feats: Weapon Focus (Beak), Flyby Attack
Climate/Terrain: Subtropical or tropical plains
and deserts
Organization: Solitary, gaggle (2-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement Range: 2-9 HD (Large); also by character class

Description
When Belsameth set out to give birth to the Sometimes, a were-vulture may adopt the guise
greatest of her children, she determined that they of man and attempt to live in a small village or town,
would carry the visage of the vulture, the grace of an but these creatures are of such limited intelligence
angel and the grim wrath of her most poisonous that such attempts generally prove futile. It is only a
dagger. As the first were-vulture lay in its black egg, matter of time before the creature is discovered for
she cast the vilest enchantments on her sleeping child what it is and is driven back to the desert.

Combat
to ensure he would be the strongest and most
terrifying creature to stalk the night. When the egg
was ready to hatch, she gathered all her children Belsameth did ensure one thing these crea-
together to witness, and it was during this time that tures are terrifying opponents when provoked. If
Enkili took notice and cast some spells of his own. forced into combat, a were-vulture attempts to win
No one knows who told Enkili of the coming by any means necessary, eating the victim afterward.
birth, but amongst the children of Belsameth news of
the "blessed child" spread quickly, and even before Lycanthrope (Ex): Like other lycanthropes,
its hatching, the creatures of the night were were-vultures receive damage reduction against any
consumed with jealousy. When the egg finally blow unless it comes from a silver or magical
hatched and Belsameth looked on greedily, the weapon. Additionally, those who survive a were-
creature was her greatest embarrassment. vulture attack but are injured by the lycanthrope
The were-vulture is an ugly, balding thing, must make a Fortitude saving throw (DC 13) or be
generally afflicted with some type of skin disease themselves afflicted with were-vulture lycanthropy.
and rarely possessing a mind greater than that of a
spoiled child. It is rumored that Enkili sometimes Flyby Attack: A were-vulture can attack at any
puts them to use, and thus spared them from utter point during, before, or after its move when it is
extinction. When not in service, were-vultures flying.
wander the desert, feeding on the carcasses of the
dead as the carrion birds to which they were likened.

213
CREATuRE COLLECTION

Willow Tree Warrior


Urge (Tall) Plant Entangle (Ex): The willow tree warrior may at-
Hit Dice: 8d8+40 (76 hp) tempt to entangle opponents using the vinelike
Initiative: +1 (Dex) branches grown from its hands. The warrior may
Speed: 20 ft. either make a touch attack if it chooses to only
AC: 16 (-1 size, +1 Dex, +6 natural) entangle, or may attempt to entangle an opponent it
Attacks: 2 branches +13 melee hit with its normal branch attack (in addition to the
Damage: Branch 1d10+6 damage from the attack). If the willow tree warrior
Face/Reach: 5 ft. by 5 ft./10 ft. succeeds with its touch or normal attack, the
Special Attacks: Entangle, constriction opponent is entangled just as if she had been hit with
Special Qualities: Plant a net, except the opponent receives one Escape Artist
Saves: Fort +8, Ref +3, Will +3 skill check to avoid entanglement (DC16). Once a
Abilities: Str 22, Dex 14, Con 20, willow tree warrior has used one of its two branches
Int 12, Wis 14, Cha 15 to entangle an opponent, it may not use that branch-
Skills: Hide +2, Listen +4, Spot +2, arm to attack. Like a net with a control rope, the
Wilderness Lore +10 willow tree warrior may restrict an entangled
Feats: Track victim's movement.
Climate/Terrain: Any tropic or temperate forest,
especially swamp Constriction (Ex): Any opponent entangled by
Organization: Solitary, pack (1d4+1), forest (3-18) a willow tree warrior takes damage automatically.
Challenge Rating: 6 Damage is ld6+6 per round.
Treasure: None Plant: Willow tree warriors are impervious to
Alignment: Usually neutral critical hits, subdual damage and death from massive
Advancement Range: None damage trauma. They are not affected by many spells
of mind-altering nature (for example, enamoring or
Description charming spells not specifically designed for plants),
One of the species of the treantlike Arborian subject to Game Master adjudication.
races, the willow tree warriors were created by
Denev the Earth Mother to be her soldiers in the
Divine War. Since the ascendancy of the gods
over the titans and the end of the Divine War,
Denev has not had as much use for her warriors
and so the Earth Mother creates relatively few
new willow tree warriors. The warriors can still
be found, though, usually defending groves,
springs, mountains and other places sacred to
Denev, and occasionally in packs or even
forest-size troops on the offensive to right a
wrong done to Denev, her holdings or her
followers.
Willow tree warriors stand 10 to 14 feet tall,
and are generally humanoid in shape. They are
lean and supple, with smooth bark and long hair
strands like willow branches. Their two branch-
arms end in hands that are masses of thick corded
willow branches. In combat, these "hands" are used
to flail at an opponent, and writhe around the
opponent to entangle and constrict her.

Combat
Willow tree warriors carry on fighting until they
perish, unless the situation calls for a strategic
retreat. Depending on the odds, willow tree warriors
generally use one branch-arm for entanglement and
the other for strikes against entangled opponents or
other nearby foes.

214
CREATuRE COLLECTION

Wolf Spider, Giant


Large Beast The giant wolf spider is the size of a small
Hit Dice: 5d10 (27 hp) horse. Its body is covered with fine gray or brown
Initiative: +3 (Dex) hair, and its most remarkable feature is its array of
Speed: 40 ft., climb 30 ft. eight eyes.
AC: 13 (-1 size, +1 natural, +3 Dex) Giant wolf spiders are also found among spider-
Attacks: Bite +6 melee eye goblins, who use the wolf spiders as trained
Damage: Bite 1d10+2 mounts.
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Leaping attack, poison Combat
Special Qualities: None The wolf spider ambushes prey by leaping from
Saves: Fort +4, Ref +4, Will +1 its covered pit, and then typically maintain its attack
Abilities: Str 14, Dex 16, Con 10, on its chosen victim until the prey is dead. However,
Int 3, Wis 11, Cha 4 injured spiders can be driven off, and despite their
Skills: Hide +8, Listen +5, Spot +1 size and fearsome appearance giant wolf spiders are
Feats: None prone to fleeing unless they are extremely hungry.
Climate/Terrain: Any tropical or temperate
Organization: Solitary, or with spider-eye
Leaping Attack (Ex): The giant wolf spider can
goblin nest (2-20) leap up to 35 feet, either while running or standing
Challenge Rating: 3 still. This can be used as a charging attack and the
Treasure: None spider receives a +4 modifier to its attack roll when it
Alignment: Always neutral leaps onto prey. However, the spider does not suffer
Advancement Range: 4-7 HD any penalties to its defense as with normal charging
attacks. When not used as a charging attack, this leap
Description is a standard move action.
Giant wolf spiders commonly make their homes Poison (Ex): A wolf spider's bite carries a weak
in shallow pits that they instinctively cover with poison. Victims who take damage from a successful
debris. This type of nest lends the spiders the nick- bite attack must also make a Fortitude save (DC 13)
name "trapdoor spider" since they usually ambush or suffer an additional 1d8 damage from the poison.
prey by leaping from a covered pit. When hungry,
the spider attacks most anything of its size or
smaller.

215
CREATuRE COLLECTION

Woods Haunt
Tiny Elemental Wilderness Mastery (Su): The woods haunt's
Hit Dice: 5d8 (22 hp) affinity with the forest is so strong that it can create
Initiative: +0 powerful and subtle illusions to confuse and deceive
Speed: fly 240 ft. travelers. A haunt can affect up to 10 targets at once,
AC: 18 (+2 size, +6 natural) and victims must each make a successful Will save
Attacks: None (DC 17) or be tricked into seeing what the haunt
Damage: None wants him to see.
Face/Reach: 25 ft. by 2.5 ft./0 ft. Partial Invisibility (Su): The woods haunt can
Special Attacks: Wilderness mastery only be seen by mortal eyes through the manner in
Special Qualities: Partial invisibility, SR 17, damage which it affects the forest around it. Attempts to spot
reduction 6/+2, immunities
a woods haunt always involve a -5 modifier to the
Saves: Fort +4, Ref +4, Will +1
roll.
Abilities: Str 10, Dex 10, Con 10,
Int 16, Wis 5, Cha 6 Immunities (Ex): Woods haunts are not af-
Skills: Animal Empathy +18, Hide +10, Listen fected by critical hits, death from massive injury,
+11, Spot +11, Wilderness Lore +20 poison, paralysis, sleep, disease or any attack that
Feats: None must target a living subject.
Climate/Terrain: Primeval forests
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement Range: 4-7 HD

Description
Most spirits of the forest are benign creatures,
content to observe and sometimes assist travelers in
times of need. But there are certain deep forests
across the land that are ancient and twisted, and have
no love for any man or elf. Such a forest is often the
home of a woods haunt, a twisted and spiteful spirit
that delights in leading traveling parties to their
doom.
The woods haunt is rarely seen, preferring to
observe its victims from a distance and use its magic
to alter their perceptions. Ranger lore describes these
spirits by the effect they have on their surroundings;
sometimes the knot of a tree twists into a cruel,
leering face, or a swirl of leaves takes on the shape
of a gaunt, hateful man. These strange effects are the
only means to detect the spirit's presence without
magic, and thus many wanderers are unaware of the
peril they're in until it's too late.

Combat
The woods haunt uses its powers of illusion to,
lure forest travelers into many dangerous situations:
tricking them into walking in circles for days on end,
deceiving them as to the strength and depth of a
river, or leading them straight to the lair of a
fearsome predator, to name just a few. Followers of
Denev may sometimes be able to draw out the spirit
and convince it to cease its interference, but
something is always demanded in return, such as a
special act of devotion or a hazardous errand on
behalf of the forest.

216
CREATuRE COLLECTION

Wyrmspawn
Wyrmspawn, Young Wyrmspawn, Adult
Tiny Magical Beast Small Magical Beast
Hit Dice: 1d10-1 (4 hp) 3d10+3 (19 hp)
Initiative: +1 (+1 Dex) +5 (+1 Dex, +4 Im-
proved Initiative)
Speed: 20 ft., climb 20 ft. 20 ft., climb 20 ft,
fly 80 ft.
AC: 16 (+2 size, +1 Dex, 15 (+1 size, +1 Dex,
+3 natural) +3 natural)
Attacks: Bite +0 melee, Bite +4 melee,
2 claws +0 melee 2 claws +4 melee
Damage: Bite 2d4-3;
claws 2d4-3
Bite 2d4;
claws 2d4 Combat
Face/Reach: 2.5 ft. by 2.5 ft./0 ft. 5 ft. by 5 ft./5 ft. Young wyrmspawn have an overwhelming
Special Attacks: Poison Larval cloud, poison desire to feed, but flee if attacked. Adult wyrmspawn
Saves: Fort +1, Ref +3, Fort +3, Ref +4, are similarly cowardly, preferring to attack weak and
Will -2 Will +1 exposed targets from the air. A flock of wyrmspawn
Abilities: Str 5, Dex 13, Str 10, Dex 13, can take down a large victim so that all may benefit
Con 9, Int 2, Con 12, Int 3, from the feast.
Wis 6, Cha 4 Wis 10, Cha 6
Poison (Ex): When a wyrmspawn strikes with a
Skills: Hide +4, Hide +9,
successful bite attack, the victim must succeed at a
Listen +2, Listen +5,
Spot +4 Move Silently +3, Fortitude save (DC 13) or suffer paralysis for 1d6+2
Spot +9 minutes.
Feats: Flyby Attack, Larval Cloud (Ex): An adult wyrmspawn can
Improved Initiative expel a foul cloud at an opponent once each day. The
Climate/Terrain: Temperate and Temperate and cloud covers a 10-foot diameter; those caught within
warm forests, hills warm forests, hills it must succeed at a Fortitude save (DC 13) or be
and mountains and mountains blinded and unable to breathe for ld6+2 rounds. The
Organization: Solitary, Solitary, victim must make a second Fortitude save (DC 13) to
pair or flock (3-7) pair or flock (3-7)
avoid ingesting gut wyrm larvae.
Challenge Rating: 1/4 2
Treasure: Standard Standard Flyby Attack: The wyrmspawn can attack at
Alignment: Always chaotic evil Always chaotic evil any point during, before, or after its move when it is
Advancement Range: 2 HD 3-9 HD flying.
(Medium-size)
Description Spawning
The asexual wyrmspawn spreads its young by flying
Also known as "gut wyrms," wyrmspawn are low over a living creature and expelling a larval cloud
wyvernlike beasts found everywhere from the from its abdomen. At such an early stage of gestation, the
Hornsaw Forest to the Kelder Mountains. Dangerous wyrm larvae survive only a few seconds of exposure. The
though the creatures are, it is their mysterious target usually breathes in at least a few. The wyrmspawn
method of reproduction that incites the most fear in typically sows its seed at night, so the unfortunate victim
humanoids. often knows nothing is amiss other than waking with a
Scholars of the Scarred Lands do not yet under- brief cough from the strangely noxious air. A wyrmspawn
stand how wyrmspawn disseminate their young. does not discriminate; sentient beings and livestock alike
Some legends suggest that gut wyrms lay eggs in may be subject to larval infestation.
fruit, while others claim that the monsters take form The larvae attach themselves to the inside of the host's
within someone who performs an evil deed. lungs and hatch ld4+2 days later. They chew their way out
However they get there, these horrid creatures from the inside and begin feeding on the host. Victims
gestate inside a living host to burst forth as snakelike suffer 2d6+2 points of damage when the spawn emerge; a
beasts. successful Fortitude save (DC 15) reduces the amount by
The beasts look much like snakes when young, half. Horrifically, creatures that survive the gut wyrms'
being only a foot long with vestigial limbs. A initial emergence still must contend with the hungry larvae
wyrmspawn reaches maturity within three months. that wish to consume the rest of their host. Gut wyrm
The adult is roughly the size of a dog, with a long larvae can be removed through use of disease- or poison-
serpentine body and four narrow limbs. A wing curing magic. Larvae-infested victims who are subjected to
membrane stretches from its forelegs to the rear, not poisonous gases might also find that the gas kills the
unlike a bat. It nests in trees and ventures out at night dormant larvae, assuming the victim himself survives the
to feast upon rodents and other small animals. gas.

217
CREAtuRE COLLECTION

Appendix One
The Gods Madriel
Worship in the Scarred Lands has real and im- (MA-dree-el), the Redeemer, the First Angel
mediate consequences. It was only a century-and-a- of Mercy (NG; Sun, Light, Sky, Redemption,
half ago that the gods' avatars walked the land, Healing, Agriculture)
contesting the titans for supremacy, while mortal Madriel flies on wings of peacock feathers, an
races sided with the gods or titans and fought at their armored angel with a spear formed from the purest,
feet. whitest sunlight. Although relentless in her struggle
With such colossal events in recent history, against suffering (and particularly against her rival
religious practice is never a matter of rote ritual or Belsameth), she is the most merciful and compas-
prayers mumbled to an unresponsive heaven. Cer- sionate of the gods. Her temples are popular across
tainly the most audacious displays of divine might the Scarred Lands, particularly in areas where people
occur when the gods allow their divine power to flow pray for fertility to return to their fields.
through chosen saints and champions, granting these Domains: Air, Good, Healing, Plants, Sun Holy
mortals the strength to perform miracles. The gods Symbol: Spear with a tassel of peacock feathers
respond regularly to any of their worshipers,
however, whether favorably or not. The smith who Tanil
fails to have his forge blessed to Corean finds that (TAH-nil), the Huntress (CG; Travel, Hunt-
his ironwork shatters under the hammer. The doctor ing, Forestry, Music, Archery, Freedom, Good
who fails to draw wards on her medicines, displaying Fortune)
the proper fear and respect for Vangal, invites plague Of all the gods, Tanil is most likely to spend
upon herself and her patients. Madriel's voice some of her time quietly walking the face of the
resounds like a deafening wind through a temple of Scarred Lands. However, this doesn't make her
farmers who fail to pray for a good harvest. The gods sociable she prefers back roads and untrod
and goddesses of the Scarred Lands make their wilderness to highways and villages. The ultimate
presence known daily across the world. champion of the underdog, she is the queen of
The intelligent races of the Scarred Lands archery and stealth, generally favored by rogues,
openly worship the eight major deities, and the sole bards and wayfarers. She appears as a lithe archer
remaining titan Denev, the Earth Mother. Though wearing flexible bronze armor. Her arrows are silver-
these deities have begotten many lesser demigods tipped, as she dislikes the poor treatment of animals
and goddesses who are also worshipped, these nine and considers the world's werebeasts an insult. Many
are venerated (or appeased) above all others. elves venerate her; her other servants include dryads
and unicorns.
Corean Domains: Animals, Chaos, Luck, Plants, Travel,
(CORE-ay-ahn), the Avenger, the Champion Trickery
(LG; Chivalry, Craftwork, Strength, Protection, Holy Symbol: Three bronze arrows lying
Wisdom) parallel
The very picture of the paladin's ideal, Corean is
an unflinching crusader among the gods. He has the Hedrada
strength of mountains, and his smoky armor reflects (heh-DRAH-dah), the Lawgiver, the Judge
his ties to the earth and the metals that run through it. (LN; Law, Justice, Wealth, Order, Cities, Knowl-
He bears a longsword that he forged himself from edge)
scraps gleaned from a titan's forge that of The Lawgiver is keeper of all the things that
Golthagga, who was the first to taste the blade's civilized beings have learned, and is the patron of
edge. Corean is generally unwilling to compromise, society itself. He is the ultimate impartial judge,
although he generally errs on the side of compassion striving to make certain that each person receives
rather than on the side of law. Many people praise what he or she has earned (for good or ill). He's
him as the ideal of virtue, although more people pay commonly shown as a stern man in somber robes,
lip service to him than are willing to live up to his crowned with gold and wielding a massive two-
standards. handed hammer. He is particularly popular among
Domains: Fire, Good, Law, Protection, War dwarves, mages, prosperous merchants and regional
Holy Symbol: Four longswords forming a com- governments, and is the patron of many cities (fore-
pass rose. most of which, of course, is Hedrad).

218
APPENDIX ONE

Domains: Knowledge, Law, Protection worthy follower. A general who seeks a throne and a
Holy Symbol: Two-handed hammer man who covets absolute obedience from his woman
are both near to Chardun's black heart.
Denev Domains: Evil, Law, Strength, War
(den-EV), the Earth Mother (N; Earth, Na- Holy Symbol: Blood-soaked golden scepter,
ture, Death natural, the Seasons) crowned with a thorny laurel wreath
The only surviving titan, Denev sided with the
gods in particular, her children against her Belsameth
brothers and sisters who ravaged Scam. However, (BEL-sa-meth), the Slayer, the Assassin (NE;
the long battle left even more wounds on the world's Darkness, Death, Nightmares, Deception, Witch-
surface, driving her to retreat to its heart in frustra- craft, Madness)
tion and fatigue. She still answers prayers from those The vulture-winged goddess Belsameth is the
who venerate her, and is honored by the other gods. incarnation of everything people fear about the night.
She is not a generous or merciful mother, though; Her basalt throne sits on the dark side of the moon;
she respects nature at its bloodiest as well as at its her power over the moon grants her power over
most beautiful. She is rarely depicted in humanlike lunacy and makes her the patron goddess of Scarn's
form tales paint her as a mountain range or forest werebeasts. Her preferred weapon is a jet-black dag-
come to life although she is said to wield a stone ger, and she is favored by evil sorcerers and witches,
sickle when roused to make war. She is venerated by Scarn's harpies, wily and murderous goblins, and of
cults of druids who stubbornly refuse to pray to any course by werewolves and their like.
of the newcomer gods, and by many elementals and Domains: Death, Evil, Magic, Trickery
other spirits of the land. Holy Symbol: Thin silver circle on a black field
Domains: Air, Animals, Earth, Fire, Plants, (signifying the lunar eclipse)
Water
Holy Symbol: Stone sickle with a flowering Vangal
wooden hilt (VAN-gahl), the Reaver, the Ravager (CE;
Destruction, Pestilence, Famine, Bloodshed,
Enkili Thunder, Disaster)
(en-KEE-lee), the Trickster, the Shapeshifter, The volcano-god Vangal is the very embodiment
the Unlucky (CN; Storms, Trickery, Chaos, Mis- of war. He is commonly depicted as a huge
fortune) charioteer in filth-covered armor, beard and
The real wild card of the gods, Enkili can't really dreadlocks matted with blood. He wields two
be said to be on anyone's side not even his own. massive axes still encrusted with the blood of the
His tempestuous and stormy personality is mirrored titans he overcame. He has few human followers, as
in each freak storm or sudden calm. He commonly it's said that when he gains sufficient power, he'll
shapeshifts from form to form, even changing gender bring about the destruction of Scarn itself. The few
so regularly that no two temples portray the same cults dedicated to him, called the Horsemen, are
image of him (or her). As the trickster figure of the much-dreaded doomsayers and warriors.
pantheon, he also gets into trouble far more often Domains: Chaos, Destruction, Evil, Strength,
than any divine being should. When he uses a War
weapon, he commonly wields a thunderbolt-hurling Holy Symbol: Cloven shield dripping blood
flail that lashes so wildly that others doubt it's under
his control.
Domains: Air, Chaos, Luck, Travel, Trickery
The Titans
Holy Symbol: Mask decorated with lightning Many of the various races created by the titans
shooting from the eye slits survived the Divine War and still populate the
Scarred Lands. Whether they are pockets of
Chardun brigands, remote remnants of shattered civilizations
(char-DOON), the Slaver, the Overlord, the or sovereign nations still contesting the people of the
Great General (LE; War, Domination, Conquest, gods for supremacy, the titans' races have not walked
Avarice, Pain) meekly into oblivion. Many carve out power in the
Tyrant among gods, Chardun exemplifies the new-world, drawing on what latent vitality they can
worst traits of the most despotic generals, emperors from their fallen masters. Other titan races seek to
and masters. His weapon is a golden macelike resurrect their fallen lords and rule the world at their
scepter that's stained deeply with blood. He wears side.
the white regalia of a conquering hero, but his robes A few of the titans are listed here.
and sandaled feet are splattered with blood and
dusted with powdered bone. He is particularly
venerated by militaristic people with powerful
ambitions, but anyone who craves domination is a

219
CREATuRE COLLECTION

Mormo, Mother of Serpents, Queen burying him deep in the earth. His fallen teeth are
said to have taken the form of mountains, colossal
of Witches obelisks and even trees, always tainting the land near
This gruesome crone was the patron of all them.
witches and hags and was responsible for the
creation of serpentine races such as the medusae. Her Kadum, the Mountainshaker, the
spilled blood has turned the Hornsaw Forest into the
homeland of mutated terrors that it is today. Some
Bleeding One
This great beast would uproot entire mountains
say her followers seek to recover the pieces of the
when enraged, but his strength alone could not save
Serpent Mother that were strewn across the Scarred
him. Belsameth cut his heart from him and Chardun
Lands. They hope to bring these grisly trophies
chained him to a rock, which Vangal in turn sank to
together so that Mormo may be reborn.
the bottom of the deepest ocean chasm. To this day,
Gaurak, the Glutton the deepest waters of the Scarred Lands run red with
A hideously obese and always ravenous titan, the Bleeding One's ichor. It is said that whole new
Gaurak is said to have devoured all the life from the races of horrific merfolk, krakens and other fell sea
once verdant moon. After his defeat, the gods pulled monsters have arisen from exposure to Kadum's
out every last one of Gaurak's hundred teeth before blood.

220
APPENDIX TWO

Appendix Two
The following are the most current draft versions of the Open are copying, modifying or distributing, and You must add the title,
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versions of these licenses, go to www.opengamingfoundation.org COPYRIGHT NOTICE of any original Open Game Content you
and read more about the open gaming movement. Future printings Distribute.
of Creature Collection will include the final versions of these 7. Use of Product Identity: You agree not to Use any Product
licenses. Identity, including as an indication as to compatibility, except as

OPEN GAME LICENSE


expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not to
Version 1.0
indicate compatibility or co-adaptability with any Trademark in
conjunction with a work containing Open Game Content except as
The following text is the property of Wizards of the Coast, Inc. expressly licensed in another, independent Agreement with the
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All owner of such Trademark. The use of any Product Identity in
Rights Reserved. No permission is granted to reprint or Open Game Content does not constitute a challenge to the
redistribute this text in any media without the prior written ownership of that Product Identity. The owner of any Product
consent of the Copyright Holder. Identity used in Open Game Content shall retain all rights, title
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trademark owners who have contributed Open Game Content; the 8. Identification: If you distribute Open Game Content You
'"Derivative Material" means copyrighted material including de- must clearly indicate which portions of the work that you are
monstrative works and translations (including into other computer distributing are Open Game Content.
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(d)"Open Game Content" means the game mechanic and includes
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221
CREATuRE COLLECTION

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222
update

Creature Collection Update


Challenge Ratings & Climate/Terrain
This page updates the Creature Collection to list each creature's Climate/Terrain description to match
the official 3rd edition phrasing. We also updated some of the creatures' Challenge Ratings to be more in
line with those found in core rulebook III (the MM).

Name Climate/Terrain CR Source


Abandoned, The Warm forest 1 Creature Collection
Albadian Battle Dog Any hill, mountains, and plains 1 Creature Collection
Alley Reaper Any land and underground 3 Creature Collection
Almathean Ram Temperate and warm mountains 6 Creature Collection
Angler Ooze Temperate marsh and underground 3 Creature Collection
Aquantis Any aquatic 5 Creature Collection
Asaath Temperate desert and marsh 2 Creature Collection
Barrow Worm Any underground 8 Creature Collection
Bat Devil Temperate and warm mountains and plains 1 Creature Collection
Belsamaug Any land 3 Creature Collection
Beserker Wasp Temperate forest and plains 5 Creature Collection
Blade Hood Any land and underground 3 Creature Collection
Blight Wolf Any desert and plains 5 Creature Collection
Bloodmare Any forest and plains 6 Creature Collection
Bone Lord Any land and underground 6 Creature Collection
Bottle-Imp Any land 4 Creature Collection
Brewer Gnome Any temperate 1 Creature Collection
Butcher Spirit Any land 4 Creature Collection
Carnival King, Jack of Tears Any land 18 Creature Collection
Carnival Krewe, Alligator Man Any land 3 Creature Collection
Carnival Krewe, Blood Kraken Any land 6 Creature Collection
Carnival Krewe, Necromantic Golem Any land 7 Creature Collection
Carnival Krewe, Plague Wretch Any land 2 Creature Collection
Cathedral Beetle Temperate forest, hill, mountains and plains 4 Creature Collection
Cave Moth Any underground 1 Creature Collection
Cave Shrike Any underground 6 Creature Collection
Celestian Any land 6 Creature Collection
Cerulean Roc Any temperate 9 Creature Collection
Chardun-Slain Any land 3 Creature Collection
Charduni Temperate, warm hill, mountains and underground 1/2 Creature Collection
Charfiend Any land and underground 1 Creature Collection
Child Trap Warm forest 1/2 Creature Collection
Coal Goblin Any underground 1 Creature Collection
Cold Slime Any cold 3 Creature Collection
Coreanic Steed Temperate and warm plains 3 Creature Collection
Crescent Elk Temperate and cold hill and mountains 2 Creature Collection
Desert Falcon Warm desert and mountains 2 Creature Collection
Dire Monitor Temperate and warm underground 3 Creature Collection
Dragon, Firewrack Warm desert, mountains and underground 10 Creature Collection
Dragon, Mock Temperate and warm hill 4 Creature Collection
Dragon, Seawrack Any aquatic and marsh 6 Creature Collection
Dragon, Tar Warm hill, mountains and underground 18 Creature Collection
Dragon, Woodwrack Temperate and warm forest and marsh 12 Creature Collection
Dragonman Any land 5 Creature Collection
Dread Raven Temperate and cold forest, hill and plains 1 Creature Collection
Dream Snake Any land 3 Creature Collection

I
CREATuRE COLLECTION

Drendari, Demigoddes of Shadow Any land 19 Creature Collection


Drowned Lady Temperate aquatic 1/4 Creature Collection
Dune Delver Warm desert 5 Creature Collection
Dwarf Hound Any underground 3 Creature Collection
Dwarf, Forsaken Cold mountains and underground 1/2 Creature Collection
Dweller at Crossroads Any land 6 Creature Collection
Ebon Eel Any aquatic and marsh 1 Creature Collection
Elf, Forsaken Any land 1/2 Creature Collection
Emperor Stag Temperate forest 6 Creature Collection
Exemplar Any land 2 Creature Collection
Fatling Any land 5 Creature Collection
Feral Any land Spec Creature Collection
Firedrake Warm desert, mountains, plains and underground 5 Creature Collection
Fleshcrawler Any land and underground 4 Creature Collection
Forge Wight Any land 4 Creature Collection
Frost Ape Cold hill, mountains and plains 1 Creature Collection
Garabrud, the Obsidian Hound Any land 18 Creature Collection
Goblin Bear Any land and underground 6 Creature Collection
Golem, Bone Any land 1/2 Creature Collection
Golem, Copper Any land 10 Creature Collection
Golem, Lead Any land 14 Creature Collection
Golem, Mithril Any land 20 Creature Collection
Golem, Silver Any land 5 Creature Collection
Golem, Wood Any land 5 Creature Collection
Gore Beetle Temperate land and underground 1 Creature Collection
Gorgon, High Any land and underground 9 Creature Collection
Gorgon, Low Temperate and warm forest, hill and underground 6 Creature Collection
Great Harrier Temperate forest and mountains 13 Creature Collection
Great Swan, The Any land 3 Creature Collection
Grippett Temperate and warm forest 2 Creature Collection
Hag, Brine Any aquatic 10 Creature Collection
Hag, Cavern Any underground 9 Creature Collection
Hag, Ice Cold desert, hill and mountains 7 Creature Collection
Hag, Moon Any mountains and underground 13 Creature Collection
Hag, Storm Any land 8 Creature Collection
Hag, Swamp Warm marsh 6 Creature Collection
Halfling Temperate forest, hill and plains 1/4 Creature Collection
Hamadryad Any forest 4 Creature Collection
Hanid Warm desert 7 Creature Collection
Harpy Temperate and warm hill and mountains 2 Creature Collection
Herald of Vangal Any land 10 Creature Collection
Hill Howler Temperate forest, hill and mountains 2 Creature Collection
Hollow Knight Any land 4 Creature Collection
Hookwing Temperate forest 1/4 Creature Collection
Hornsaw Unicorn Cold and temperate forest 5 Creature Collection
Huror (Ice Bear) Cold mountains 14 Creature Collection
Ice Basilisk Cold desert and hill 7 Creature Collection
Ice Ghoul Cold forest, hill and plains 1 Creature Collection
Ice Haunt Cold mountains 4 Creature Collection
Ice Weasel Cold plains 1 Creature Collection
Inn-Wight Any land 2 Creature Collection
Inquisitor Any land 14 Creature Collection
Iron Tusker Temperate forest 13 Creature Collection
Keffiz Any land 5 Creature Collection
Lard Worm Any land and underground 1/4 Creature Collection
Lotus Flower Any temperate and warm Hazard Creature Collection
Manster Temperate forest and plains 3 Creature Collection
Manticora Any warm 1 Creature Collection

II
update

Marrow Knight Any land 7 Creature Collection


Memory-Eater Any land 2 Creature Collection
Mere-Lurker Temperate aquatic and marsh 1/4 Creature Collection
Mill Slug Any temperate and warm 9 Creature Collection
Miredweller Temperate marsh 2 Creature Collection
Miser Jackal Warm plains 1/4 Creature Collection
Mistwalker Any land 3 Creature Collection
Moon Cat Any land 1/2 Creature Collection
Morgaunt Any land 2 Creature Collection
Murdersprite Any land 1/2 Creature Collection
Muskhorn Temperate plains 12 Creature Collection
Narleth Temperate forest and hill 5 Creature Collection
Night Singer Warm marsh 1/4 Creature Collection
Night Terror Temperate and warm forest and plains 2 Creature Collection
Night Tyrant Warm forest 4 Creature Collection
Orafaun Temperate hill and mountains 6 Creature Collection
Paragon Crocodile Warm marsh 6 Creature Collection
Plaguecat Temperate plains 2 Creature Collection
Proud, The Temperate and warm plains 2 Creature Collection
Pyre Warm desert and mountains 4 Creature Collection
Ratman (Slitheren) Any temperate and warm 1/2 Creature Collection
Ratman, Brown Gorger Any temperate and warm 1/2 Creature Collection
Ratman, Diseased Any temperate and warm 1/2 Creature Collection
Ratman, Foamer Any temperate and warm 1 Creature Collection
Ratman, Red Witch Any temperate and warm 1 Creature Collection
Ratroo Warm desert 1/4 Creature Collection
Reaver, The Any forest 15 Creature Collection
Red Colony Temperate and warm aquatic and marsh 3 Creature Collection
River Nymph Temperate aquatic 3 Creature Collection
Rumbler Temperate and warm land and underground 3 Creature Collection
Runnk Any cold 1/2 Creature Collection
Sage Camel Warm desert 9 Creature Collection
Sand Burrower Warm desert 7 Creature Collection
Sandmasker Warm desert 9 Creature Collection
Savant Hydra Any land 8 Creature Collection
Scythe Falcon Any land 2 Creature Collection
Searing Wind Any land and underground 10 Creature Collection
Seaspark Any aquatic 1/2 Creature Collection
Sentry Crow Any mountains 1/2 Creature Collection
Serpent Root Any temperate and warm 3 Creature Collection
Siren Vulture Warm desert 1/2 Creature Collection
Skin Devil Any land and underground 3 Creature Collection
Skyquill Any land 6 Creature Collection
Slarecian Gargoyle Any land and underground 5 Creature Collection
Slarecian Ghoul Any land and underground 4 Creature Collection
Slarecian Language Virus Any land and underground Hazard Creature Collection
Slarecian Muse Any land and underground 3 Creature Collection
Slarecian Shadowman Any land and underground 3 Creature Collection
Sleet Devil Any cold 3 Creature Collection
Solar Scarab Warm desert and plains 1/2 Creature Collection
Sour Grub Any temperate and warm 1/4 Creature Collection
Spider-Eye Goblin Warm forest and underground 1 Creature Collection
Spire Wyvern Any land 4 Creature Collection
Spirit of the Plague Any land and underground 4 Creature Collection
Steel Beetle Any land and underground 7 Creature Collection
Steel Giant Warm mountains and underground 9 Creature Collection
Steppe Troll Cold and temperate hill and plains 5 Creature Collection
Stick Giant Temperate forests 13 Creature Collection

III
CREATuRE COLLECTION

Storm Kin Any land 7 Creature Collection


Strife Elemental Any land 2 Creature Collection
Swamp Gobbler Temperate and warm marsh 3 Creature Collection
Tanil's Fox Temperate and warm forest 1/2 Creature Collection
Thunder Orb Any land and underground 5 Creature Collection
Tokal Warm forest 1/4 Creature Collection
Tokal Tribesman Warm forest 1 Creature Collection
Trogodon Temperate and warm marsh 3 Creature Collection
Ubantu Tribesman Warm desert 1/4 Creature Collection
Undead Ooze Any land and underground 4 Creature Collection
Unhallowed, Faithless Knight, The Any land 9 Creature Collection
Unhallowed, False Lover, The Any land 8 Creature Collection
Unhallowed, Forsaken Priest, The Any land 8 Creature Collection
Unhallowed, Treacherous Thief, The Any land 7 Creature Collection
Unholy Child Any land 2 Creature Collection
Valraven Temperate and warm hills and mountains 4 Creature Collection
Vengaurak Any land and underground 4 Creature Collection
Vrail Any mountains 1 Creature Collection
Well Spirit Any land 3 Creature Collection
Were-Vulture Warm desert and plains 2 Creature Collection
Willow Tree Warrior Temperate and warm forest and marsh 6 Creature Collection
Wolf Spider, Giant Any temperate and warm 3 Creature Collection
Woods Haunt Temperate forest 3 Creature Collection
Wyrmspawn, Adult Temperate and warm forest, hill and mountains 2 Creature Collection
Wyrmspawn, Young Temperate and warm forest, hill and mountains 1/4 Creature Collection

IV

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